mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 08:21:51 +01:00
73 lines
2.3 KiB
Plaintext
73 lines
2.3 KiB
Plaintext
#version 430
|
|
#extension GL_ARB_texture_gather : enable
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
// shader faace4c78d269ce1
|
|
// Used for: Removing more text from HUD
|
|
|
|
|
|
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
|
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
|
#endif
|
|
#ifdef VULKAN
|
|
layout(set = 1, binding = 1) uniform ufBlock
|
|
{
|
|
uniform vec4 uf_fragCoordScale;
|
|
};
|
|
#else
|
|
uniform vec2 uf_fragCoordScale;
|
|
#endif
|
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
|
layout(location = 0) in vec4 passParameterSem0;
|
|
layout(location = 1) in vec4 passParameterSem1;
|
|
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);
|
|
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 = passParameterSem0;
|
|
R1f = passParameterSem1;
|
|
R1f.w = (texture(textureUnitPS0, R1f.xy).w);
|
|
// 0
|
|
backupReg0f = R0f.x;
|
|
backupReg1f = R0f.y;
|
|
backupReg2f = R0f.z;
|
|
backupReg3f = R0f.w;
|
|
R0f.x = backupReg0f;
|
|
R0f.x = clamp(R0f.x, 0.0, 1.0);
|
|
R0f.y = backupReg1f;
|
|
R0f.y = clamp(R0f.y, 0.0, 1.0);
|
|
R0f.z = backupReg2f;
|
|
R0f.z = clamp(R0f.z, 0.0, 1.0);
|
|
R0f.w = mul_nonIEEE(backupReg3f, R1f.w);
|
|
R0f.w = clamp(R0f.w, 0.0, 1.0);
|
|
// export
|
|
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, 0.0);
|
|
}
|