mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-24 18:46:54 +01:00
83 lines
3.0 KiB
Plaintext
83 lines
3.0 KiB
Plaintext
#version 420
|
|
#extension GL_ARB_texture_gather : enable
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
#extension GL_ARB_shading_language_packing : enable
|
|
// shader 497a209b49886520 //depth?
|
|
uniform ivec4 uf_remappedVS[1];
|
|
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
|
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf545c000 res 1x1x1 dim 1 tm: 2 format 081e compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 0
|
|
layout(location = 0) in uvec4 attrDataSem0;
|
|
layout(location = 1) in uvec4 attrDataSem1;
|
|
out gl_PerVertex
|
|
{
|
|
vec4 gl_Position;
|
|
float gl_PointSize;
|
|
};
|
|
layout(location = 1) out vec4 passParameterSem1;
|
|
layout(location = 2) out vec4 passParameterSem2;
|
|
layout(location = 0) out vec4 passParameterSem0;
|
|
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 R3f = vec4(0.0);
|
|
uvec4 attrDecoder;
|
|
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
|
|
attrDecoder.xyz = attrDataSem0.xyz;
|
|
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
|
|
attrDecoder.w = 0;
|
|
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
|
attrDecoder.xy = attrDataSem1.xy;
|
|
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
|
attrDecoder.z = 0;
|
|
attrDecoder.w = 0;
|
|
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
|
// 0
|
|
backupReg0f = R2f.x;
|
|
backupReg1f = R2f.y;
|
|
backupReg0f = R2f.x;
|
|
backupReg1f = R2f.y;
|
|
R2f.x = backupReg0f;
|
|
R2f.y = backupReg1f;
|
|
R0f.z = intBitsToFloat(0x3f000000)*0.25;
|
|
R0f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[0].x)) + intBitsToFloat(uf_remappedVS[0].z));
|
|
R0f.y = (mul_nonIEEE(backupReg1f,intBitsToFloat(uf_remappedVS[0].y)) + intBitsToFloat(uf_remappedVS[0].w));
|
|
PS0f = R0f.y;
|
|
R3f.xy = (textureLod(textureUnitVS0, R0f.zz,0.0).xy)*0.533335;
|
|
// export
|
|
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
|
// export
|
|
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
|
|
// export
|
|
// export
|
|
passParameterSem2 = vec4(R0f.w, R0f.y, R0f.z, R0f.z);
|
|
// 0
|
|
backupReg0f = R3f.x;
|
|
backupReg1f = R3f.y;
|
|
R3f.x = backupReg0f;
|
|
R3f.y = backupReg1f;
|
|
// export
|
|
passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.z);
|
|
// 0
|
|
}
|