mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-25 19:16:52 +01:00
c1b904314d
This reverts commit 306da0b802
.
109 lines
3.7 KiB
Plaintext
109 lines
3.7 KiB
Plaintext
#version 420
|
|
#extension GL_ARB_texture_gather : enable
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
#extension GL_ARB_shading_language_packing : enable
|
|
// shader fa7054d25fd49999
|
|
//lock line combat
|
|
uniform ivec4 uf_remappedVS[4];
|
|
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
|
layout(location = 0) in uvec4 attrDataSem0;
|
|
layout(location = 1) in uvec4 attrDataSem1;
|
|
out gl_PerVertex
|
|
{
|
|
vec4 gl_Position;
|
|
float gl_PointSize;
|
|
};
|
|
layout(location = 0) out vec4 passParameterSem0;
|
|
layout(location = 1) out vec4 passParameterSem1;
|
|
int clampFI32(int v)
|
|
{
|
|
if( v == 0x7FFFFFFF )
|
|
return floatBitsToInt(1.0);
|
|
else if( v == 0xFFFFFFFF )
|
|
return floatBitsToInt(0.0);
|
|
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
|
}
|
|
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
void main()
|
|
{
|
|
vec4 R0f = vec4(0.0);
|
|
vec4 R1f = vec4(0.0);
|
|
vec4 R2f = vec4(0.0);
|
|
vec4 R3f = vec4(0.0);
|
|
vec4 R126f = vec4(0.0);
|
|
vec4 R127f = vec4(0.0);
|
|
uvec4 attrDecoder;
|
|
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
|
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
|
float PS0f = 0.0, PS1f = 0.0;
|
|
vec4 tempf = vec4(0.0);
|
|
float tempResultf;
|
|
int tempResulti;
|
|
ivec4 ARi = ivec4(0);
|
|
bool predResult = true;
|
|
vec3 cubeMapSTM;
|
|
int cubeMapFaceId;
|
|
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
|
|
attrDecoder.xyz = attrDataSem1.xyz;
|
|
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
|
|
attrDecoder.w = 0;
|
|
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
|
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem0.xyzw)/255.0);
|
|
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
|
|
// 0
|
|
R126f.x = R1f.w * 1.0;
|
|
R127f.y = mul_nonIEEE(R1f.y, R1f.w);
|
|
R127f.z = mul_nonIEEE(R1f.x, R1f.w);
|
|
R127f.w = 1.0;
|
|
PV0f.w = R127f.w;
|
|
R127f.x = mul_nonIEEE(R1f.z, R1f.w);
|
|
PS0f = R127f.x;
|
|
// 1
|
|
R0f.x = dot(vec4(R2f.x,R2f.y,R2f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
|
|
PV1f.x = R0f.x;
|
|
PV1f.y = R0f.x;
|
|
PV1f.z = R0f.x;
|
|
PV1f.w = R0f.x;
|
|
R1f.w = 1.0;
|
|
PS1f = R1f.w;
|
|
// 2
|
|
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
|
|
PV0f.x = tempf.x;
|
|
PV0f.y = tempf.x;
|
|
PV0f.z = tempf.x;
|
|
PV0f.w = tempf.x;
|
|
R0f.y = tempf.x;
|
|
R3f.x = R127f.z * intBitsToFloat(0x41200000);
|
|
PS0f = R3f.x;
|
|
// 3
|
|
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
|
|
PV1f.x = tempf.x;
|
|
PV1f.y = tempf.x;
|
|
PV1f.z = tempf.x;
|
|
PV1f.w = tempf.x;
|
|
R0f.z = tempf.x;
|
|
R3f.y = R127f.y * intBitsToFloat(0x41200000);
|
|
PS1f = R3f.y;
|
|
// 4
|
|
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
|
|
PV0f.x = tempf.x;
|
|
PV0f.y = tempf.x;
|
|
PV0f.z = tempf.x;
|
|
PV0f.w = tempf.x;
|
|
R0f.w = tempf.x;
|
|
R3f.z = R127f.x * intBitsToFloat(0x41200000);
|
|
PS0f = R3f.z;
|
|
// 5
|
|
R3f.w = R126f.x * intBitsToFloat(0x41200000);
|
|
float origRatio = (float(1280)/float(720));
|
|
float newRatio = (float($width)/float($height)) ;
|
|
// *(origRatio / newRatio)
|
|
// export
|
|
gl_Position = vec4(R0f.x*(origRatio / newRatio), R0f.y, R0f.z, R0f.w);
|
|
// export
|
|
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
|
// export
|
|
passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
|
|
// 0
|
|
}
|