cemu_graphic_packs/Resolutions/Bayonetta2_Resolution/8a0efcdc3f556942_0000000000000079_ps.txt

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 8a0efcdc3f556942
//halfres, pyarmid start
const float resScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[2];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf451b000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem133;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
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 R123f = vec4(0.0);
vec4 R124f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = 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
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = (intBitsToFloat(uf_remappedPS[0].z) / resScale * 2.0 + backupReg0f);
R0f.y = (intBitsToFloat(uf_remappedPS[0].w) / resScale* 2.0 + backupReg1f);
R0f.z = (-(intBitsToFloat(uf_remappedPS[0].z) / resScale) * 2.0 + backupReg0f);
R0f.w = (-(intBitsToFloat(uf_remappedPS[0].w) / resScale) * 2.0 + backupReg1f);
R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
// 0
backupReg0f = R0f.x;
backupReg1f = R0f.w;
PV0f.x = mul_nonIEEE(R0f.y, R0f.w);
PV0f.y = mul_nonIEEE(R1f.y, R1f.w);
PV0f.z = mul_nonIEEE(R1f.x, R1f.w);
PV0f.w = mul_nonIEEE(backupReg0f, backupReg1f);
R127f.x = mul_nonIEEE(R1f.z, R1f.w);
PS0f = R127f.x;
// 1
PV1f.x = max(PV0f.z, PV0f.w);
PV1f.y = mul_nonIEEE(R0f.z, R0f.w);
R127f.z = max(R1f.w, R0f.w);
PV1f.z = R127f.z;
PV1f.w = max(PV0f.y, PV0f.x);
R126f.x = -(intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].z);
PS1f = R126f.x;
// 2
PV0f.x = -(R1f.x) + PV1f.x;
PV0f.y = -(R1f.w) + PV1f.z;
PV0f.z = max(R127f.x, PV1f.y);
PV0f.w = -(R1f.y) + PV1f.w;
R126f.z = -(intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(uf_remappedPS[1].w);
PS0f = R126f.z;
// 3
R127f.x = (mul_nonIEEE(PV0f.x,R127f.z) + R1f.x);
PV1f.x = R127f.x;
R127f.y = (mul_nonIEEE(PV0f.w,R127f.z) + R1f.y);
PV1f.y = R127f.y;
PV1f.z = -(R1f.z) + PV0f.z;
R127f.w = (mul_nonIEEE(PV0f.y,R127f.z) + R1f.w);
PV1f.w = R127f.w;
// 4
PV0f.x = max(PV1f.x, PV1f.y);
R126f.y = (mul_nonIEEE(R126f.z,PV1f.w) + intBitsToFloat(uf_remappedPS[1].y));
R123f.z = (mul_nonIEEE(PV1f.z,R127f.z) + R1f.z);
PV0f.z = R123f.z;
R126f.w = (mul_nonIEEE(R126f.x,PV1f.w) + intBitsToFloat(uf_remappedPS[1].x));
R125f.y = PV1f.x;
R125f.y *= 2.0;
PS0f = R125f.y;
// 5
backupReg0f = R127f.w;
R126f.x = R127f.y;
R126f.x *= 2.0;
R124f.y = PV0f.z;
R124f.y *= 2.0;
PV1f.z = PV0f.z * intBitsToFloat(0x3dea7371);
R127f.w = max(PV0f.z, PV0f.x);
R127f.w /= 2.0;
R1f.w = backupReg0f;
PS1f = R1f.w;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,PV1f.z,-0.0),vec4(intBitsToFloat(0x3e990afe),intBitsToFloat(0x3f162c23),1.0,0.0));
tempf.x /= 2.0;
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
// 7
PV1f.z = R127f.w + PV0f.x;
// 8
PV0f.y = -(R126f.w) + PV1f.z;
// 9
PV1f.x = mul_nonIEEE(R126f.y, PV0f.y);
PV1f.x = clamp(PV1f.x, 0.0, 1.0);
// 10
R1f.x = mul_nonIEEE(R125f.y, PV1f.x);
R1f.y = mul_nonIEEE(R126f.x, PV1f.x);
R1f.z = mul_nonIEEE(R124f.y, PV1f.x);
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}