mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-27 03:54:15 +01:00
6c969ff493
* Update 03285368cf940e37_0000000000000079_ps.txt un-const the const * Update 70b82af4d17024d2_0000000000000000_vs.txt un-const the const * Update ec4a85d51e778437_0000000000000000_vs.txt un-const the const
78 lines
2.4 KiB
Plaintext
78 lines
2.4 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 70b82af4d17024d2
|
|
//AA fix
|
|
|
|
float resScale = float($width)/float($gameWidth);
|
|
|
|
uniform ivec4 uf_remappedVS[1];
|
|
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 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 R1f = vec4(0.0);
|
|
vec4 R2f = vec4(0.0);
|
|
vec4 R122f = vec4(0.0);
|
|
vec4 R123f = 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;
|
|
attrDecoder.xyz = attrDataSem0.xyz;
|
|
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
|
|
attrDecoder.w = 0;
|
|
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
|
attrDecoder.xy = attrDataSem1.xy;
|
|
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
|
attrDecoder.z = 0;
|
|
attrDecoder.w = 0;
|
|
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
|
// 0
|
|
backupReg0f = R1f.x;
|
|
backupReg1f = R1f.y;
|
|
R1f.x = backupReg0f;
|
|
R1f.x *= 2.0;
|
|
R1f.y = backupReg1f;
|
|
R1f.y *= 2.0;
|
|
R1f.z = 0.0;
|
|
R1f.w = 1.0;
|
|
R122f.x = (-(intBitsToFloat(uf_remappedVS[0].x)/ resScale) * intBitsToFloat(0x3f266666) + R2f.x);
|
|
PS0f = R122f.x;
|
|
// 1
|
|
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)/ resScale) * intBitsToFloat(0x3f266666) + R2f.y);
|
|
PV1f.x = R123f.x;
|
|
R2f.z = PS0f;
|
|
// 2
|
|
R2f.w = PV1f.x;
|
|
// export
|
|
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
|
// export
|
|
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
|
// 0
|
|
}
|