cemu_graphic_packs/Enhancement/BreathOfTheWild_CleanCameraRune/ededcf8bdc3384ef_0000000000000079_ps.txt
Milan 63eeda530a Much improved CleanCameraRune pack
It's probably better to show, not tell so here's a screenshot. Preset system is gone as it doesn't have any major visual bugs, besides text and menu things (which is kinda hard to avoid). https://cdn.discordapp.com/attachments/292733452590120961/398079412802682881/unknown.png
2018-01-03 12:47:00 +01:00

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1.9 KiB
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#version 420
#extension GL_ARB_texture_gather : enable
// shader ededcf8bdc3384ef
uniform ivec4 uf_remappedPS[2];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x242a1800 res 1280x720x1 dim 1 tm: 4 format 0008 compSel: 2 1 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
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 R123f = vec4(0.0);
vec4 R127f = 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 = passParameterSem0;
R1f = passParameterSem1;
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
// 0
R127f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y));
R123f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x));
PV0f.w = R123f.w;
// 1
R123f.x = (mul_nonIEEE(R1f.w,intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(uf_remappedPS[1].w));
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z));
PV1f.y = R123f.y;
R1f.x = mul_nonIEEE(R0f.x, PV0f.w);
PS1f = R1f.x;
// 2
R1f.y = mul_nonIEEE(R0f.y, R127f.z);
R1f.z = mul_nonIEEE(R0f.z, PV1f.y);
R1f.w = mul_nonIEEE(R0f.w, PV1f.x);
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0);
}