cemu_graphic_packs/Enhancements/WindWakerHD_Contrasty/ef821134ed8dd294_0000000000003fc9_ps.txt
Crementif b95bd222d2
[Bayonetta 2] Add portal workaround pack
Also removed the version indicator in Windwaker's contrasty file since any updates to that number would remove all the configuration set by the user for that pack.
2019-05-26 17:12:48 +02:00

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader ef821134ed8dd294 // horizon 2 missing shader
const float skyboxRed = float($skyboxRed);
const float skyboxGreen = float($skyboxGreen);
const float skyboxBlue = float($skyboxBlue);
const float skyboxMix = float($skyboxMix);
uniform ivec4 uf_remappedPS[5];
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x25304000 res 4096x4096x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xd) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf42ff800 res 960x540x1 dim 1 tm: 4 format 001a compSel: 1 2 3 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 1) in vec4 passParameterSem4;
layout(location = 2) in vec4 passParameterSem5;
layout(location = 3) in vec4 passParameterSem6;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
uniform vec2 uf_fragCoordScale;
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);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = 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 = passParameterSem2;
R1f = passParameterSem4;
R2f = passParameterSem5;
R3f = passParameterSem6;
// 0
PV0f.x = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[0].w));
PV0f.y = -(R1f.z) + -(intBitsToFloat(0x42700000));
R127f.z = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[0].y));
R4f.w = 1.0;
PS0f = 1.0 / R3f.z;
// 1
R4f.x = mul_nonIEEE(R3f.x, PS0f);
R4f.y = mul_nonIEEE(R3f.y, PS0f);
R3f.z = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].z)),intBitsToFloat(uf_remappedPS[0].w)) + PV0f.x);
R3f.z = clamp(R3f.z, 0.0, 1.0);
PV1f.w = PV0f.y * intBitsToFloat(0x3dcccccd);
PV1f.w = clamp(PV1f.w, 0.0, 1.0);
PS1f = 1.0 / R2f.z;
// 2
backupReg0f = R2f.x;
backupReg1f = R2f.y;
R2f.x = mul_nonIEEE(backupReg0f, PS1f);
R2f.y = mul_nonIEEE(backupReg1f, PS1f);
R2f.z = -(PV1f.w) + 1.0;
R0f.w = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].x)),intBitsToFloat(uf_remappedPS[0].y)) + R127f.z);
R0f.w = clamp(R0f.w, 0.0, 1.0);
R5f.x = intBitsToFloat(uf_remappedPS[1].x);
R5f.x = clamp(R5f.x, 0.0, 1.0);
PS0f = R5f.x;
R3f.x = (textureLod(textureUnitPS2, R4f.xy,0.0).x);
R4f.x = (textureLod(textureUnitPS2, R4f.xy,R4f.w).x);
R2f.x = (texture(textureUnitPS1, R2f.xy).x);
// 0
R127f.x = R3f.z + R2f.z;
R127f.x = clamp(R127f.x, 0.0, 1.0);
PV0f.x = R127f.x;
PV0f.y = -(R3f.x) + R4f.x;
R127f.z = (mul_nonIEEE(-(R0f.w),intBitsToFloat(uf_remappedPS[2].w)) + intBitsToFloat(uf_remappedPS[2].z));
PV0f.z = R127f.z;
R126f.w = intBitsToFloat(uf_remappedPS[1].y);
R126f.w = clamp(R126f.w, 0.0, 1.0);
R4f.w = 1.0;
PS0f = R4f.w;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[1].z);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV1f.x = R126f.x;
PV1f.y = -(PV0f.z) + 1.0;
R126f.z = intBitsToFloat(uf_remappedPS[3].y) + R2f.x;
R126f.z = clamp(R126f.z, 0.0, 1.0);
R123f.w = (mul_nonIEEE(PV0f.y,PV0f.x) + R3f.x);
PV1f.w = R123f.w;
R3f.z = 0.0;
PS1f = R3f.z;
// 2
backupReg0f = R127f.x;
R127f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), R5f.x);
R126f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), R126f.w);
PV0f.z = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[2].y));
R127f.w = (mul_nonIEEE(PV1f.y,backupReg0f) + R127f.z);
R125f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), PV1f.x);
PS0f = R125f.z;
// 3
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(R1f.x,R1f.y,R1f.z,0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
tempResultf = log2(PV0f.z);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 4
PV0f.x = mul_nonIEEE(R127f.w, PS1f);
R127f.yzw = vec3(R5f.x,R126f.w,R126f.x) + vec3(-(R127f.x),-(R126f.y),-(R125f.z));
PS0f = sqrt(PV1f.x);
// 5
R123f.w = (mul_nonIEEE(R0f.x,PS0f) + R0f.y);
R123f.w = clamp(R123f.w, 0.0, 1.0);
PV1f.w = R123f.w;
PS1f = exp2(PV0f.x);
// 6
R2f.z = mul_nonIEEE(PV1f.w, PV1f.w);
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x), PS1f);
PV0f.w = clamp(PV0f.w, 0.0, 1.0);
// 7
PV1f.z = PV0f.w + intBitsToFloat(uf_remappedPS[3].x);
PV1f.z = clamp(PV1f.z, 0.0, 1.0);
// 8
PV0f.y = mul_nonIEEE(PV1f.z, R126f.z);
// 9
R0f.x = (mul_nonIEEE(PV0f.y,R125f.z) + R127f.w);
R0f.y = (mul_nonIEEE(PV0f.y,R126f.y) + R127f.z);
R1f.z = (mul_nonIEEE(PV0f.y,R127f.x) + R127f.y);
// 0
backupReg0f = R0f.x;
PV0f.x = -(R0f.y) + intBitsToFloat(uf_remappedPS[4].y);
PV0f.y = -(R1f.z) + intBitsToFloat(uf_remappedPS[4].x);
PV0f.w = -(backupReg0f) + intBitsToFloat(uf_remappedPS[4].z);
// 1
R4f.x = (mul_nonIEEE(PV0f.y,R2f.z) + R1f.z);
PV1f.x = R4f.x;
R4f.y = (mul_nonIEEE(PV0f.x,R2f.z) + R0f.y);
PV1f.y = R4f.y;
R4f.z = (mul_nonIEEE(PV0f.w,R2f.z) + R0f.x);
PV1f.z = R4f.z;
// 2
R0f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z);
R0f.w = R4f.w;
// 3
R1f.xyz = vec3(R3f.z,R3f.y,R3f.y);
R1f.w = R3f.y;
// export
//passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z*1.1, R0f.w)*0.93;
passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen, R0f.z*skyboxBlue*1.1, R0f.w)*skyboxMix*0.93;
passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}