cemu_graphic_packs/Enhancements/WindWakerHD_Contrasty/04dcbf2655f94e03_00000000000007f9_ps.txt
Crementif b95bd222d2
[Bayonetta 2] Add portal workaround pack
Also removed the version indicator in Windwaker's contrasty file since any updates to that number would remove all the configuration set by the user for that pack.
2019-05-26 17:12:48 +02:00

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 04dcbf2655f94e03 //hoirzon cloud layer lighten up
uniform ivec4 uf_remappedPS[2];
const float skyboxRed = float($skyboxRed);
const float skyboxGreen = float($skyboxGreen);
const float skyboxBlue = float($skyboxBlue);
const float skyboxMix = float($skyboxMix);
layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x2702c000 res 1024x256x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 2 0 border: 0
layout(location = 0) in vec4 passParameterSem6;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
uniform vec2 uf_fragCoordScale;
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);
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 = passParameterSem6;
R0f.xyzw = (texture(textureUnitPS3, R0f.xy).xyzw);
// 0
backupReg0f = R0f.x;
PV0f.x = R0f.w;
PV0f.x = clamp(PV0f.x, 0.0, 1.0);
R2f.y = (intBitsToFloat(uf_remappedPS[0].z) * 0.5 + 0.5);
R1f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[1].x));
PS0f = R1f.x;
// 1
R2f.x = PV0f.x;
R1f.y = mul_nonIEEE(R0f.y, intBitsToFloat(uf_remappedPS[1].y));
PV1f.y = R1f.y;
R1f.z = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[1].z));
PV1f.z = R1f.z;
R1f.w = PV0f.x;
PV1f.w = R1f.w;
// 2
R0f.xyz = vec3(R1f.x,PV1f.y,PV1f.z);
R0f.w = PV1f.w;
// 3
R1f.xyz = vec3(R2f.y,R2f.y,R2f.y);
R1f.w = R2f.x;
// export
//passPixelColor0 = vec4(R0f.x*$skyboxRed, R0f.y, R0f.z*1.1, R0f.w)*1.3;
passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen, R0f.z*skyboxBlue*1.1, R0f.w)*skyboxMix*1.3;
passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}