mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-27 02:11:50 +01:00
b521212b3f
21:9 fix for all gui, text, boxes Fix - Floating tower text Fix - Floating waterfall mist Fix - Transport heat wave fx Issue - Minmap missing lef side (suggest disabling in settings) Issue - Loading screens sides issue - Map view is squashed
182 lines
10 KiB
Plaintext
182 lines
10 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 9f390af3897e9112
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//active selection
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uniform ivec4 uf_uniformRegisterVS[256];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform float uf_alphaTestRef;
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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) out vec4 passParameterSem0;
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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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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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 R123i = 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.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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R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
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// 0
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R127i.x = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[23].w) * 1.0);
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R127i.y = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[23].z) * 1.0);
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R127i.z = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[23].y) * 1.0);
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R127i.w = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[23].x) * 1.0);
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PS0i = int(intBitsToFloat(R1i.z));
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// 1
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R126i.x = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[15].w) * 1.0);
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R125i.y = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[15].z) * 1.0);
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R125i.z = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[15].y) * 1.0);
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R125i.w = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[15].x) * 1.0);
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R125i.x = floatBitsToInt(float(PS0i));
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PS1i = R125i.x;
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// 2
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tempResultf = intBitsToFloat(PS1i);
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tempResultf = floor(tempResultf);
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tempResultf = clamp(tempResultf, -256.0, 255.0);
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ARi.x = int(tempResultf);
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PV0i.x = floatBitsToInt(tempResultf);
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// 3
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R123i.x = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+4].z) * intBitsToFloat(uf_uniformRegisterVS[22].w) + intBitsToFloat(R127i.x)));
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PV1i.x = R123i.x;
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R123i.y = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+4].z) * intBitsToFloat(uf_uniformRegisterVS[22].z) + intBitsToFloat(R127i.y)));
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PV1i.y = R123i.y;
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// 4
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R127i.x = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+4].y) * intBitsToFloat(uf_uniformRegisterVS[21].w) + intBitsToFloat(PV1i.x)));
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R127i.y = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+4].y) * intBitsToFloat(uf_uniformRegisterVS[21].z) + intBitsToFloat(PV1i.y)));
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// 5
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backupReg0i = R127i.z;
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backupReg1i = R127i.w;
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R127i.z = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+4].z) * intBitsToFloat(uf_uniformRegisterVS[22].y) + intBitsToFloat(backupReg0i)));
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R127i.w = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+4].z) * intBitsToFloat(uf_uniformRegisterVS[22].x) + intBitsToFloat(backupReg1i)));
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// 6
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backupReg0i = R127i.x;
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R127i.x = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+4].x) * intBitsToFloat(uf_uniformRegisterVS[20].w) + intBitsToFloat(backupReg0i)));
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R126i.y = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+4].x) * intBitsToFloat(uf_uniformRegisterVS[20].z) + intBitsToFloat(R127i.y)));
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// 7
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backupReg0i = R127i.z;
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backupReg1i = R127i.w;
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R127i.z = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+4].y) * intBitsToFloat(uf_uniformRegisterVS[21].y) + intBitsToFloat(backupReg0i)));
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R127i.w = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+4].y) * intBitsToFloat(uf_uniformRegisterVS[21].x) + intBitsToFloat(backupReg1i)));
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// 8
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backupReg0i = R127i.x;
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backupReg0i = R127i.x;
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backupReg0i = R127i.x;
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backupReg0i = R127i.x;
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R127i.x = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(uf_uniformRegisterVS[19].w));
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R127i.y = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(uf_uniformRegisterVS[19].z));
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R126i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(uf_uniformRegisterVS[19].y));
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R126i.w = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(uf_uniformRegisterVS[19].x));
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// 9
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backupReg0i = R127i.z;
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backupReg1i = R127i.w;
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R127i.z = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+4].x) * intBitsToFloat(uf_uniformRegisterVS[20].y) + intBitsToFloat(backupReg0i)));
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R127i.w = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+4].x) * intBitsToFloat(uf_uniformRegisterVS[20].x) + intBitsToFloat(backupReg1i)));
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// 10
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R123i.x = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_uniformRegisterVS[18].w) + intBitsToFloat(R127i.x)));
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PV0i.x = R123i.x;
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R123i.y = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_uniformRegisterVS[18].z) + intBitsToFloat(R127i.y)));
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PV0i.y = R123i.y;
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R123i.z = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_uniformRegisterVS[18].y) + intBitsToFloat(R126i.z)));
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PV0i.z = R123i.z;
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R123i.w = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_uniformRegisterVS[18].x) + intBitsToFloat(R126i.w)));
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PV0i.w = R123i.w;
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// 11
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R123i.x = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_uniformRegisterVS[17].w) + intBitsToFloat(PV0i.x)));
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PV1i.x = R123i.x;
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R123i.y = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_uniformRegisterVS[17].z) + intBitsToFloat(PV0i.y)));
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PV1i.y = R123i.y;
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R123i.z = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_uniformRegisterVS[17].y) + intBitsToFloat(PV0i.z)));
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PV1i.z = R123i.z;
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R123i.w = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_uniformRegisterVS[17].x) + intBitsToFloat(PV0i.w)));
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PV1i.w = R123i.w;
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// 12
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backupReg0i = R127i.w;
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R123i.x = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(uf_uniformRegisterVS[16].w) + intBitsToFloat(PV1i.x)));
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PV0i.x = R123i.x;
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R127i.y = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(uf_uniformRegisterVS[16].z) + intBitsToFloat(PV1i.y)));
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R127i.z = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(uf_uniformRegisterVS[16].y) + intBitsToFloat(PV1i.z)));
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R127i.w = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(uf_uniformRegisterVS[16].x) + intBitsToFloat(PV1i.w)));
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// 13
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PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_uniformRegisterVS[3].w));
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PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_uniformRegisterVS[3].z));
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PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_uniformRegisterVS[3].y));
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PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_uniformRegisterVS[3].x));
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// 14
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R123i.x = floatBitsToInt((intBitsToFloat(R127i.y) * intBitsToFloat(uf_uniformRegisterVS[2].w) + intBitsToFloat(PV1i.x)));
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PV0i.x = R123i.x;
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R123i.y = floatBitsToInt((intBitsToFloat(R127i.y) * intBitsToFloat(uf_uniformRegisterVS[2].z) + intBitsToFloat(PV1i.y)));
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PV0i.y = R123i.y;
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R123i.z = floatBitsToInt((intBitsToFloat(R127i.y) * intBitsToFloat(uf_uniformRegisterVS[2].y) + intBitsToFloat(PV1i.z)));
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PV0i.z = R123i.z;
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R123i.w = floatBitsToInt((intBitsToFloat(R127i.y) * intBitsToFloat(uf_uniformRegisterVS[2].x) + intBitsToFloat(PV1i.w)));
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PV0i.w = R123i.w;
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// 15
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R123i.x = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_uniformRegisterVS[1].w) + intBitsToFloat(PV0i.x)));
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PV1i.x = R123i.x;
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R123i.y = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_uniformRegisterVS[1].z) + intBitsToFloat(PV0i.y)));
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PV1i.y = R123i.y;
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R123i.z = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_uniformRegisterVS[1].y) + intBitsToFloat(PV0i.z)));
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PV1i.z = R123i.z;
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R123i.w = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_uniformRegisterVS[1].x) + intBitsToFloat(PV0i.w)));
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PV1i.w = R123i.w;
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// 16
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R1i.x = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(uf_uniformRegisterVS[0].x) + intBitsToFloat(PV1i.w)));
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R1i.y = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(uf_uniformRegisterVS[0].y) + intBitsToFloat(PV1i.z)));
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R1i.z = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(uf_uniformRegisterVS[0].z) + intBitsToFloat(PV1i.y)));
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R1i.w = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(uf_uniformRegisterVS[0].w) + intBitsToFloat(PV1i.x)));
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// 17
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backupReg0i = R125i.z;
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backupReg1i = R125i.w;
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R125i.z = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].y) * intBitsToFloat(uf_uniformRegisterVS[13].y) + intBitsToFloat(backupReg0i)));
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R125i.w = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].y) * intBitsToFloat(uf_uniformRegisterVS[13].x) + intBitsToFloat(backupReg1i)));
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// 18
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backupReg0i = R126i.x;
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backupReg1i = R125i.y;
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R126i.x = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].y) * intBitsToFloat(uf_uniformRegisterVS[13].w) + intBitsToFloat(backupReg0i)));
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R125i.y = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].y) * intBitsToFloat(uf_uniformRegisterVS[13].z) + intBitsToFloat(backupReg1i)));
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// 19
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R0i.x = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].x) * intBitsToFloat(uf_uniformRegisterVS[12].x) + intBitsToFloat(R125i.w)));
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R0i.y = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].x) * intBitsToFloat(uf_uniformRegisterVS[12].y) + intBitsToFloat(R125i.z)));
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// 20
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R0i.z = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].x) * intBitsToFloat(uf_uniformRegisterVS[12].z) + intBitsToFloat(R125i.y)));
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R0i.w = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].x) * intBitsToFloat(uf_uniformRegisterVS[12].w) + intBitsToFloat(R126i.x)));
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// export
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float origRatio = 1.777f;
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float newRatio = 2.370f;
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gl_Position = vec4(intBitsToFloat(R1i.x)*(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.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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// 0
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}
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