cemu_graphic_packs/Source/XenobladeX/497a209b49886520_0000000000000000_vs.txt
getdls 8fa52937c9 [XCX] Alignment cleanup + 8k fix inital commit
Fixes alignment drifting on higher resolutions.  By replacing with fixes
earlier in the rendering pipe.
This should also improve a lot of light leaking, but full res tweak will
be in upcoming commits.

As this is the initial commit, skell view may still be off and some
specific shadow fixes will probably be retired.
2018-03-18 12:22:26 +01:00

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 497a209b49886520
//align water depth
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf545c000 res 1x1x1 dim 1 tm: 2 format 081e compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 1) out vec4 passParameterSem1;
layout(location = 2) out vec4 passParameterSem2;
layout(location = 0) out vec4 passParameterSem0;
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);
vec4 R3f = 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 = 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 = R2f.x;
backupReg1f = R2f.y;
backupReg0f = R2f.x;
backupReg1f = R2f.y;
R2f.x = backupReg0f;
R2f.y = backupReg1f;
R0f.z = intBitsToFloat(0x3f000000);
R0f.w = (mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedVS[0].x)) +intBitsToFloat(uf_remappedVS[0].z)*3);
R0f.y = (mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedVS[0].y)) +intBitsToFloat(uf_remappedVS[0].w)*3);
PS0f = R0f.y;
R3f.xy = (textureLod(textureUnitVS0, R0f.zz,0.0).xy);
// export
gl_Position = vec4(R1f.x*(1.0 / 1.004), R1f.y*(1.0 / 1.006), R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
// export
passParameterSem2 = vec4(R0f.w, R0f.y, R0f.z, R0f.z);
// 0
backupReg0f = R3f.x;
backupReg1f = R3f.y;
R3f.x = backupReg0f;
R3f.y = backupReg1f;
// export
passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.z);
// 0
}