mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-24 18:46:54 +01:00
90 lines
2.9 KiB
Plaintext
90 lines
2.9 KiB
Plaintext
#version 430
|
|
#extension GL_ARB_texture_gather : enable
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
// shader 0d781b1e5042ecaa
|
|
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
|
|
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
|
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
|
#endif
|
|
#ifdef VULKAN
|
|
layout(set = 1, binding = 1) uniform ufBlock
|
|
{
|
|
uniform vec4 uf_fragCoordScale;
|
|
};
|
|
#else
|
|
uniform vec2 uf_fragCoordScale;
|
|
#endif
|
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
|
layout(location = 0) in vec4 passParameterSem0;
|
|
layout(location = 1) in vec4 passParameterSem1;
|
|
layout(location = 0) out vec4 passPixelColor0;
|
|
layout(location = 1) out vec4 passPixelColor1;
|
|
// end of shader inputs/outputs
|
|
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);
|
|
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.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
|
|
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
|
// 0
|
|
backupReg0f = R1f.x;
|
|
backupReg1f = R0f.z;
|
|
R1f.x = dot(vec4(backupReg0f,R1f.y,R1f.z,-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0));
|
|
PV0f.x = R1f.x;
|
|
PV0f.y = R1f.x;
|
|
PV0f.z = R1f.x;
|
|
PV0f.w = R1f.x;
|
|
PS0f = backupReg1f * intBitsToFloat(0x3de978d5);
|
|
// 1
|
|
backupReg0f = R0f.x;
|
|
backupReg1f = R0f.y;
|
|
tempf.x = dot(vec4(backupReg0f,backupReg1f,PS0f,-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),1.0,0.0));
|
|
PV1f.x = tempf.x;
|
|
PV1f.y = tempf.x;
|
|
PV1f.z = tempf.x;
|
|
PV1f.w = tempf.x;
|
|
R0f.w = tempf.x;
|
|
// 2
|
|
R3f.xyz = vec3(R0f.x,R0f.y,R0f.z);
|
|
R3f.w = PV1f.x;
|
|
// 3
|
|
R2f.xyz = vec3(R1f.x,R1f.x,R1f.x);
|
|
R2f.w = R1f.x;
|
|
// export
|
|
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
|
passPixelColor1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
|
|
*/
|
|
}
|