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https://github.com/cemu-project/cemu_graphic_packs.git
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ed34a8efc3
Check the documentation out in this graphic pack for the customizability.
103 lines
4.8 KiB
Plaintext
103 lines
4.8 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 156a8a37bc669fec
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// Used for: Black transparent tint edge
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uniform ivec4 uf_remappedPS[5];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x22456000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x22572000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 1 1 2 border: 0
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layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x23c69000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem1;
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layout(location = 1) in vec4 passParameterSem0;
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layout(location = 2) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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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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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(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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R0i = floatBitsToInt(passParameterSem1);
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R1i = floatBitsToInt(passParameterSem0);
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R2i = floatBitsToInt(passParameterSem2);
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R0i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyzw);
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R4i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.xy)).xyzw);
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// 0
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R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(R4i.w)));
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R3i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + 1.0);
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R3i.z = uf_remappedPS[0].x & 0x00008000;
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R127i.w = 0x3f800000;
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PV0i.w = R127i.w;
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R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R4i.w)));
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PS0i = R1i.w;
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// 1
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backupReg0i = R0i.x;
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backupReg1i = R0i.y;
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backupReg2i = R0i.z;
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(PV0i.w)),vec4(intBitsToFloat(uf_remappedPS[1].x),intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z),intBitsToFloat(uf_remappedPS[1].w))));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)));
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PS1i = R1i.z;
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// 2
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backupReg0i = R0i.x;
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backupReg1i = R0i.y;
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backupReg2i = R0i.z;
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(uf_remappedPS[2].w))));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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R2i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.x));
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PS0i = R2i.x;
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// 3
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R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV0i.x));
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R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyzw);
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// 0
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backupReg0i = R0i.w;
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R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R3i.y)) + intBitsToFloat(R1i.w)));
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PV0i.x = R123i.x;
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R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.y)) + intBitsToFloat(R3i.x)));
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PV0i.y = R123i.y;
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R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(R3i.y)) + intBitsToFloat(R1i.z)));
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PV0i.w = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(R2i.w)));
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// 1
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R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(uf_remappedPS[4].x)));
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PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(R4i.w)));
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PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), intBitsToFloat(R4i.w)));
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R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(uf_remappedPS[4].y)));
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PS1i = R4i.y;
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// 2
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R123i.x = ((R3i.z == 0)?(PV1i.z):(PV1i.y));
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PV0i.x = R123i.x;
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R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(uf_remappedPS[4].z)));
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// 3
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R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(uf_remappedPS[4].w)));
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// export
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passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), 0.0);
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}
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