cemu_graphic_packs/Resolutions/SkylandersTrapTeam_Resolution/b6bb4d6527f56601_0000000000000000_vs.txt
Crementif f3d35c75dc Convert a lot of graphic packs to V4 (#417)
Didn't update the docs (will do that tomorrow), but I manually checked (didn't verify things, but I basically checked if it contained "uf_windowSpaceToClipSpaceTransform" and if the shader was made after a certain Cemu change was made due to how they're left out) to see if any graphic pack in here was *probably* safe.

I also didn't convert 5 graphic packs since they contained signs that needed to be manually checked or at least examined more:
- \Enhancements\TwilightPrincessHD_Bicubic
- \Resolutions\DevilsThird_Resolution
- \Resolutions\TwilightPrincessHD_Resolution (this one just needs to be fully verified since it's popular enough and has like 27 shaders)
- \Resolutions\LegoStarWars_Resolution
- \Resolutions\TokyoMirage_Resolution (this one could also be manually verified)

I hope I didn't make too many mistakes with this one.
2020-01-17 20:31:42 -08:00

162 lines
5.9 KiB
Plaintext

#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader b6bb4d6527f56601
// Used for: Vertical shadow edge smoothing
float resYScale = float($height)/float($gameHeight);
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[5];
};
#else
uniform ivec4 uf_remappedVS[5];
#endif
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem5;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem133;
layout(location = 1) out vec4 passParameterSem134;
layout(location = 2) out vec4 passParameterSem135;
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = 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 = 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 = attrDataSem5.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
PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
R126f.x = 0.0;
PS0f = R126f.x;
// 1
R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.w);
PV1f.w = R123f.w;
R0f.x = PS0f + R2f.x;
PS1f = R0f.x;
// 2
R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.w);
PV0f.w = R123f.w;
R3f.x = R126f.x + R2f.x;
PS0f = R3f.x;
// 3
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
R1f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.x);
R1f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.w);
R1f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.z);
R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.y);
R3f.z = R126f.x + R2f.y;
PS1f = R3f.z;
// 4
R127f.x = intBitsToFloat(uf_remappedVS[4].w)/resYScale * -(1.0);
R127f.y = intBitsToFloat(uf_remappedVS[4].w)/resYScale * intBitsToFloat(0xc0400000);
PV0f.z = -(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
PV0f.z *= 2.0;
PV0f.w = -(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
PV0f.w *= 4.0;
R127f.w = intBitsToFloat(uf_remappedVS[4].w)/resYScale * 1.0;
PS0f = R127f.w;
// 5
R125f.x = intBitsToFloat(uf_remappedVS[4].w)/resYScale * intBitsToFloat(0x40400000);
R126f.y = intBitsToFloat(uf_remappedVS[4].w)/resYScale;
R126f.y *= 4.0;
PV1f.z = intBitsToFloat(uf_remappedVS[4].w)/resYScale;
PV1f.z *= 2.0;
R0f.w = PV0f.z + R2f.y;
R0f.y = PV0f.w + R2f.y;
PS1f = R0f.y;
// 6
R4f.x = R126f.x + R2f.x;
R3f.y = R127f.x + R2f.y;
R0f.z = R127f.y + R2f.y;
R3f.w = R127f.w + R2f.y;
R4f.y = PV1f.z + R2f.y;
PS0f = R4f.y;
// 7
R4f.z = R125f.x + R2f.y;
R4f.w = R126f.y + R2f.y;
// export
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
// export
passParameterSem133 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem134 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
passParameterSem135 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
// 0
}