cemu_graphic_packs/Resolutions/SkylandersTrapTeam_Resolution/4f04d8903ea4256a_0000000000000079_ps.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

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#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 4f04d8903ea4256a
// Used for: Horizontal bloom blur
float resXScale = float($width)/float($gameWidth);
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[1];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
#endif
// uf_fragCoordScale was moved to the ufBlock
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem133;
layout(location = 0) out vec4 passPixelColor0;
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 R127f = 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 = passParameterSem133;
// 0
R127f.x = 0.0;
PV0f.x = R127f.x;
R2f.y = R0f.y + 0.0;
R2f.z = R0f.x + 0.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].z)/resXScale * intBitsToFloat(0xc0500000);
PS0f = intBitsToFloat(uf_remappedPS[0].z)/resXScale * intBitsToFloat(0xbfb1eb85);
// 1
R1f.x = R0f.x + PV0f.w;
R1f.y = R0f.y + PV0f.x;
R0f.z = R0f.x + PS0f;
R0f.w = R0f.y + PV0f.x;
PS1f = intBitsToFloat(uf_remappedPS[0].z)/resXScale * intBitsToFloat(0x3fb1eb85);
// 2
R3f.x = R0f.x + PS1f;
R3f.y = R0f.y + R127f.x;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z)/resXScale * intBitsToFloat(0x40500000);
R2f.w = R0f.y + R127f.x;
// 3
R2f.x = R0f.x + PV0f.z;
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R4f.xyzw = (texture(textureUnitPS0, R2f.zy).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R2f.xw).xyzw);
// 0
PV0f.x = R1f.z * intBitsToFloat(0x3d9958bf);
PV0f.y = R1f.y * intBitsToFloat(0x3d9958bf);
PV0f.z = R1f.x * intBitsToFloat(0x3d9958bf);
PV0f.w = R1f.w * intBitsToFloat(0x3d9958bf);
// 1
R123f.x = (R4f.z * intBitsToFloat(0x3e658dc4) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R4f.y * intBitsToFloat(0x3e658dc4) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R4f.x * intBitsToFloat(0x3e658dc4) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R4f.w * intBitsToFloat(0x3e658dc4) + PV0f.w);
PV1f.w = R123f.w;
// 2
R123f.x = (R0f.w * intBitsToFloat(0x3ea04663) + PV1f.w);
PV0f.x = R123f.x;
R123f.y = (R0f.z * intBitsToFloat(0x3ea04663) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (R0f.y * intBitsToFloat(0x3ea04663) + PV1f.y);
PV0f.z = R123f.z;
R123f.w = (R0f.x * intBitsToFloat(0x3ea04663) + PV1f.z);
PV0f.w = R123f.w;
// 3
R123f.x = (R3f.z * intBitsToFloat(0x3ea04663) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (R3f.y * intBitsToFloat(0x3ea04663) + PV0f.z);
PV1f.y = R123f.y;
R123f.z = (R3f.x * intBitsToFloat(0x3ea04663) + PV0f.w);
PV1f.z = R123f.z;
R123f.w = (R3f.w * intBitsToFloat(0x3ea04663) + PV0f.x);
PV1f.w = R123f.w;
// 4
backupReg0f = R2f.x;
backupReg1f = R2f.y;
backupReg2f = R2f.z;
backupReg3f = R2f.w;
R2f.x = (backupReg0f * intBitsToFloat(0x3d9958bf) + PV1f.z);
R2f.y = (backupReg1f * intBitsToFloat(0x3d9958bf) + PV1f.y);
R2f.z = (backupReg2f * intBitsToFloat(0x3d9958bf) + PV1f.x);
R2f.w = (backupReg3f * intBitsToFloat(0x3d9958bf) + PV1f.w);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}