mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-01 13:54:16 +01:00
99773e396d
Note TMS is broken AF with the 1.4 branch. DOF is focusing wrong wrong and shadows are all over regardless of graphics pack
78 lines
2.5 KiB
Plaintext
78 lines
2.5 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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#extension GL_ARB_shading_language_packing : enable
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// shader 04d0827b9471eb22
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem8;
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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 = 1) out vec4 passParameterSem137;
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layout(location = 0) out vec4 passParameterSem136;
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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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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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 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 = attrDataSem0;
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attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
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attrDecoder.xy = attrDataSem8.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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R3f.x = R2f.x;
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R3f.y = R2f.y;
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PV0f.z = intBitsToFloat(uf_remappedVS[0].z) + 0.0;
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// 1
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R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y), PV0f.z);
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PV1f.z = R127f.z;
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PV1f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x), PV0f.z);
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// 2
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PV0f.x = R2f.y + PV1f.z;
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PV0f.y = R2f.x + PV1f.w;
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R0f.x = R2f.x + -(PV1f.w);
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PS0f = R0f.x;
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// 3
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R0f.y = R2f.y + -(R127f.z);
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R0f.z = PV0f.y;
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R0f.w = PV0f.x;
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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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passParameterSem137 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem136 = vec4(R3f.x, R3f.y, R3f.z, R3f.z);
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}
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