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![Skal Fate](/assets/img/avatar_default.png)
* Update 315d61ad21f97614_0000000000000000_vs.txt Proper Cast the variables as floats because they were failing to compile. * Update 4b92e636153d6b54_0000000000000000_vs.txt Proper Cast the variables as floats because they were failing to compile. * Delete 1ed6dd85057f3924_0000000000000000_vs.txt It is not needed as editing this shader won't fix the issue. * Add files via upload Fragment Shader that when modified does the same thing as resizing the pixel mess texture. However the shader is reloadable. * Update rules.txt Presets to load hide the pixel mess broken effect and set it back to original behavior.
52 lines
1.7 KiB
Plaintext
52 lines
1.7 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 42f0844ab0996fe2 : for pixel mess effect
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const float var_Trans = float($tVar);
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x24fc6000 res 256x256x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 1 1 2 border: 0
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layout(location = 0) in vec4 passParameterSem130;
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layout(location = 1) in vec4 passParameterSem131;
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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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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 = passParameterSem130;
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R1f = passParameterSem131;
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R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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// 0
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg2f = R0f.z;
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backupReg3f = R0f.w;
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if(var_Trans == 0){ backupReg3f = 0.0;};
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R0f.x = mul_nonIEEE(backupReg0f, R1f.x);
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R0f.y = mul_nonIEEE(backupReg1f, R1f.y);
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R0f.z = mul_nonIEEE(backupReg2f, R1f.z);
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R0f.w = mul_nonIEEE(backupReg3f, R1f.w);
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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