mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 16:31:50 +01:00
38e98abbf2
Couldn't verify vertex shader 3259d3b3ca333bf3, but the rest came out okay. Do note that Vulkan still has issues with this game.
150 lines
5.6 KiB
Plaintext
150 lines
5.6 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader b181218b85619285
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[1];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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};
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#else
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uniform ivec4 uf_remappedVS[1];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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#endif
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// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 3) out vec4 passParameterSem139;
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layout(location = 2) out vec4 passParameterSem138;
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layout(location = 1) out vec4 passParameterSem137;
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layout(location = 0) out vec4 passParameterSem136;
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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 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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uvec4 attrDecoder;
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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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder = attrDataSem0;
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attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
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attrDecoder.xy = attrDataSem8.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w));
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PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w));
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R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y);
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PV0f.z = R123f.z;
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R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x);
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PV0f.w = R123f.w;
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// 1
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R4f.x = PV0f.w + PV0f.y;
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PV1f.x = R4f.x;
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R4f.y = PV0f.z + PV0f.x;
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PV1f.y = R4f.y;
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PV1f.z = PV0f.z + -(PV0f.x);
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PV1f.w = PV0f.w + -(PV0f.y);
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// 2
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R3f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x);
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PV0f.x = R3f.x;
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R3f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y);
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R4f.z = PV1f.w;
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PV0f.z = R4f.z;
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R4f.w = PV1f.z;
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PV0f.w = R4f.w;
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// 3
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R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
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PV1f.x = R123f.x;
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R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
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PV1f.y = R123f.y;
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R0f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x);
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PS1f = R0f.x;
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// 4
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R2f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PS1f);
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R0f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + R3f.y);
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PV0f.y = R0f.y;
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R3f.z = PV1f.y;
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PV0f.z = R3f.z;
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R3f.w = PV1f.x;
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PV0f.w = R3f.w;
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// 5
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R2f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y);
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R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
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PV1f.z = R123f.z;
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R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
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PV1f.w = R123f.w;
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// 6
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R0f.z = PV1f.w;
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PV0f.z = R0f.z;
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R0f.w = PV1f.z;
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PV0f.w = R0f.w;
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// 7
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R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
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PV1f.x = R123f.x;
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R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
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PV1f.y = R123f.y;
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// 8
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R2f.z = PV1f.y;
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R2f.w = PV1f.x;
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// export
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SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
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// export
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passParameterSem139 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// export
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passParameterSem138 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem137 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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// export
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passParameterSem136 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
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}
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