cemu_graphic_packs/Resolutions/DevilsThird_Resolution/161904c2816b059d_0000000000000000_vs.txt
2019-07-18 22:17:56 +02:00

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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 161904c2816b059d
// Used for: Horizontal & Vertical Bloom Blur Pass
float resScale = ($width/$gameWidth);
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem8;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem129;
layout(location = 1) out vec4 passParameterSem130;
layout(location = 2) out vec4 passParameterSem131;
layout(location = 3) out vec4 passParameterSem132;
layout(location = 4) out vec4 passParameterSem133;
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 R5f = 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 = attrDataSem0;
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem8.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R0f.xyz = vec3(R1f.x,R1f.y,R1f.y) + vec3(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z));
R0f.w = R1f.x + intBitsToFloat(uf_remappedVS[0].w)/resScale;
// 1
R3f.xyz = vec3(R1f.x,R1f.y,R1f.y) + vec3(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z));
R3f.w = R1f.x + intBitsToFloat(uf_remappedVS[1].w)/resScale;
// 2
R4f.xyz = vec3(R1f.x,R1f.y,R1f.y) + vec3(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z));
R4f.w = R1f.x + intBitsToFloat(uf_remappedVS[2].w)/resScale;
// 3
R5f.xyz = vec3(R1f.x,R1f.y,R1f.y) + vec3(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z));
R5f.w = R1f.x + intBitsToFloat(uf_remappedVS[3].w)/resScale;
// 4
backupReg0f = R1f.x;
backupReg1f = R1f.y;
backupReg1f = R1f.y;
backupReg0f = R1f.x;
R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg1f) + vec3(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z));
R1f.w = backupReg0f + intBitsToFloat(uf_remappedVS[4].w)/resScale;
// export
gl_Position = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem129 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem130 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
passParameterSem131 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
// export
passParameterSem132 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
// export
passParameterSem133 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// 0
}