mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
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c1b904314d
This reverts commit 306da0b802
.
90 lines
2.7 KiB
Plaintext
90 lines
2.7 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 8a763b05908ba4e8
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//Third band horizon
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const float skyboxRed = float($skyboxRed);
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const float skyboxGreen = float($skyboxGreen);
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const float skyboxBlue = float($skyboxBlue);
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const float skyboxMix = float($skyboxMix);
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uniform ivec4 uf_remappedPS[3];
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layout(location = 0) in vec4 passParameterSem1;
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layout(location = 1) in vec4 passParameterSem2;
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layout(location = 2) in vec4 passParameterSem4;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 1) out vec4 passPixelColor1;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem1;
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R1f = passParameterSem2;
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R2f = passParameterSem4;
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// 0
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backupReg0f = R0f.w;
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tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,-0.0),vec4(R2f.x,R2f.y,R2f.z,0.0));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R0f.w = backupReg0f;
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R0f.w = clamp(R0f.w, 0.0, 1.0);
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PS0f = R0f.w;
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// 1
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R127f.x = -(intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y);
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R127f.y = -(intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x);
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R2f.w = PS0f;
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PS1f = sqrt(PV0f.x);
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// 2
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R126f.x = -(intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z);
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R123f.w = (mul_nonIEEE(R1f.x,PS1f) + R1f.y);
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R123f.w = clamp(R123f.w, 0.0, 1.0);
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PV0f.w = R123f.w;
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// 3
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PV1f.z = mul_nonIEEE(PV0f.w, PV0f.w);
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// 4
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R0f.x = (mul_nonIEEE(R127f.y,PV1f.z) + intBitsToFloat(uf_remappedPS[0].x));
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R0f.y = (mul_nonIEEE(R127f.x,PV1f.z) + intBitsToFloat(uf_remappedPS[0].y));
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R0f.z = (mul_nonIEEE(R126f.x,PV1f.z) + intBitsToFloat(uf_remappedPS[0].z));
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// 0
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R2f.x = (intBitsToFloat(uf_remappedPS[2].z) * 0.5 + 0.5);
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// 1
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg2f = R0f.z;
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backupReg3f = R0f.w;
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R0f.xyz = vec3(backupReg0f,backupReg1f,backupReg2f);
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R0f.w = backupReg3f;
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// 2
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R1f.xyz = vec3(R2f.x,R2f.y,R2f.y);
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R1f.w = R2f.w;
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// export
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//passPixelColor0 = vec4(R0f.x, R0f.y*0.75, R0f.z*1.25, R0f.w)*1.2;
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passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen*0.75, R0f.z*skyboxBlue*1.25, R0f.w)*skyboxMix*1.2;
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passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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}
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