cemu_graphic_packs/Enhancements/WindWakerHD_Contrasty/8a763b05908ba4e8_00000000000000ff_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
#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 8a763b05908ba4e8
//Third band horizon
const float skyboxRed = float($skyboxRed);
const float skyboxGreen = float($skyboxGreen);
const float skyboxBlue = float($skyboxBlue);
const float skyboxMix = float($skyboxMix);
#ifdef VULKAN
layout(set = 1, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedPS[3];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[3];
uniform vec2 uf_fragCoordScale;
#endif
layout(location = 0) in vec4 passParameterSem1;
layout(location = 1) in vec4 passParameterSem2;
layout(location = 2) in vec4 passParameterSem4;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
// uf_fragCoordScale was moved to the ufBlock
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 R2f = vec4(0.0);
vec4 R123f = 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 = passParameterSem1;
R1f = passParameterSem2;
R2f = passParameterSem4;
// 0
backupReg0f = R0f.w;
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,-0.0),vec4(R2f.x,R2f.y,R2f.z,0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = backupReg0f;
R0f.w = clamp(R0f.w, 0.0, 1.0);
PS0f = R0f.w;
// 1
R127f.x = -(intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y);
R127f.y = -(intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x);
R2f.w = PS0f;
PS1f = sqrt(PV0f.x);
// 2
R126f.x = -(intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z);
R123f.w = (mul_nonIEEE(R1f.x,PS1f) + R1f.y);
R123f.w = clamp(R123f.w, 0.0, 1.0);
PV0f.w = R123f.w;
// 3
PV1f.z = mul_nonIEEE(PV0f.w, PV0f.w);
// 4
R0f.x = (mul_nonIEEE(R127f.y,PV1f.z) + intBitsToFloat(uf_remappedPS[0].x));
R0f.y = (mul_nonIEEE(R127f.x,PV1f.z) + intBitsToFloat(uf_remappedPS[0].y));
R0f.z = (mul_nonIEEE(R126f.x,PV1f.z) + intBitsToFloat(uf_remappedPS[0].z));
// 0
R2f.x = (intBitsToFloat(uf_remappedPS[2].z) * 0.5 + 0.5);
// 1
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.xyz = vec3(backupReg0f,backupReg1f,backupReg2f);
R0f.w = backupReg3f;
// 2
R1f.xyz = vec3(R2f.x,R2f.y,R2f.y);
R1f.w = R2f.w;
// export
//passPixelColor0 = vec4(R0f.x, R0f.y*0.75, R0f.z*1.25, R0f.w)*1.2;
passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen*0.75, R0f.z*skyboxBlue*1.25, R0f.w)*skyboxMix*1.2;
passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}