mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-27 18:31:50 +01:00
186 lines
5.4 KiB
Plaintext
186 lines
5.4 KiB
Plaintext
#version 420
|
|
#extension GL_ARB_texture_gather : enable
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
// shader 37a4ec1a7dbc7391 //AA fix
|
|
const float resXScale = ($width/$gameWidth);
|
|
const float resYScale = ($height/$gameHeight);
|
|
uniform ivec4 uf_remappedPS[4];
|
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5800800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
|
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x159db800 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
|
layout(location = 0) in vec4 passParameterSem2;
|
|
layout(location = 0) out vec4 passPixelColor0;
|
|
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){ 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);
|
|
vec4 R4f = 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;
|
|
bool activeMaskStack[2];
|
|
bool activeMaskStackC[3];
|
|
activeMaskStack[0] = false;
|
|
activeMaskStackC[0] = false;
|
|
activeMaskStackC[1] = false;
|
|
activeMaskStack[0] = true;
|
|
activeMaskStackC[0] = true;
|
|
activeMaskStackC[1] = true;
|
|
vec3 cubeMapSTM;
|
|
int cubeMapFaceId;
|
|
R0f = passParameterSem2;
|
|
if( activeMaskStackC[1] == true ) {
|
|
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
|
R4f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
|
|
}
|
|
if( activeMaskStackC[1] == true ) {
|
|
activeMaskStack[1] = activeMaskStack[0];
|
|
activeMaskStackC[2] = activeMaskStackC[1];
|
|
// 0
|
|
PV0f.x = max(R4f.z, R4f.x);
|
|
PV0f.y = min(R4f.w, R4f.y);
|
|
PV0f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x));
|
|
PV0f.w = min(R4f.z, R4f.x);
|
|
PS0f = max(R4f.w, R4f.y);
|
|
// 1
|
|
R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + PV0f.z);
|
|
PV1f.x = R123f.x;
|
|
PV1f.y = max(PV0f.x, PS0f);
|
|
R127f.z = R4f.z + -(R4f.y);
|
|
PV1f.z = R127f.z;
|
|
PV1f.w = min(PV0f.w, PV0f.y);
|
|
R126f.z = R4f.w + -(R4f.x);
|
|
PS1f = R126f.z;
|
|
// 2
|
|
PV0f.x = max(PV1f.x, PV1f.y);
|
|
PV0f.y = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[1].x));
|
|
PV0f.z = min(PV1f.x, PV1f.w);
|
|
R3f.x = PV1f.z + PS1f;
|
|
PS0f = R3f.x;
|
|
// 3
|
|
R1f.x = max(PV0f.y, intBitsToFloat(uf_remappedPS[1].y));
|
|
R3f.y = R127f.z + -(R126f.z);
|
|
R0f.w = -(PV0f.z) + PV0f.x;
|
|
// 4
|
|
predResult = (R0f.w > R1f.x);
|
|
activeMaskStack[1] = predResult;
|
|
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
|
|
}
|
|
else {
|
|
activeMaskStack[1] = false;
|
|
activeMaskStackC[2] = false;
|
|
}
|
|
if( activeMaskStackC[2] == true ) {
|
|
// 0
|
|
R1f.x = R4f.y + R4f.x;
|
|
PV0f.x = R1f.x;
|
|
R1f.y = intBitsToFloat(uf_remappedPS[2].z) * 0.25;
|
|
R0f.w = max(R3f.x, -(R3f.x));
|
|
PV0f.w = R0f.w;
|
|
R4f.x = max(R3f.y, -(R3f.y));
|
|
PS0f = R4f.x;
|
|
// 1
|
|
R1f.x = min(PV0f.w, PS0f);
|
|
R4f.y = -(intBitsToFloat(uf_remappedPS[3].y));
|
|
R0f.z = intBitsToFloat(uf_remappedPS[3].x);
|
|
R0f.w = R4f.z + PV0f.x;
|
|
PV1f.w = R0f.w;
|
|
R4f.x = -(intBitsToFloat(uf_remappedPS[3].x));
|
|
PS1f = R4f.x;
|
|
// 2
|
|
R1f.z = R4f.w + PV1f.w;
|
|
PV0f.z = R1f.z;
|
|
R0f.w = intBitsToFloat(uf_remappedPS[3].y);
|
|
// 3
|
|
backupReg0f = R1f.y;
|
|
R1f.y = (mul_nonIEEE(backupReg0f,PV0f.z) + intBitsToFloat(uf_remappedPS[2].w));
|
|
PV1f.y = R1f.y;
|
|
// 4
|
|
backupReg0f = R1f.x;
|
|
R1f.x = max(PV1f.y, backupReg0f);
|
|
PV0f.x = R1f.x;
|
|
// 5
|
|
R1f.w = 1.0 / PV0f.x;
|
|
PS1f = R1f.w;
|
|
// 6
|
|
R1f.x = R3f.x * PS1f;
|
|
PV0f.x = R1f.x;
|
|
R1f.y = R3f.y * PS1f;
|
|
PV0f.y = R1f.y;
|
|
// 7
|
|
R1f.x = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[2].y)));
|
|
PV1f.x = R1f.x;
|
|
R1f.y = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[2].y)));
|
|
PV1f.y = R1f.y;
|
|
// 8
|
|
R1f.x = min(PV1f.x, intBitsToFloat(uf_remappedPS[2].y));
|
|
PV0f.x = R1f.x;
|
|
R1f.y = min(PV1f.y, intBitsToFloat(uf_remappedPS[2].y));
|
|
PV0f.y = R1f.y;
|
|
// 9
|
|
backupReg0f = R0f.x;
|
|
backupReg1f = R0f.y;
|
|
backupReg2f = R0f.z;
|
|
backupReg0f = R0f.x;
|
|
backupReg3f = R0f.w;
|
|
backupReg1f = R0f.y;
|
|
R0f.x = (mul_nonIEEE(PV0f.x,R4f.x) / resXScale + backupReg0f);
|
|
R0f.y = (mul_nonIEEE(PV0f.y,R4f.y) / resYScale+ backupReg1f);
|
|
R0f.z = (mul_nonIEEE(PV0f.x,backupReg2f) / resXScale + backupReg0f);
|
|
R0f.w = (mul_nonIEEE(PV0f.y,backupReg3f) / resYScale+ backupReg1f);
|
|
}
|
|
if( activeMaskStackC[2] == true ) {
|
|
R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
|
|
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
|
}
|
|
if( activeMaskStackC[2] == true ) {
|
|
// 0
|
|
backupReg0f = R0f.y;
|
|
backupReg1f = R0f.x;
|
|
PV0f.x = R0f.w + R1f.w;
|
|
PV0f.x /= 2.0;
|
|
PV0f.y = R0f.z + R1f.z;
|
|
PV0f.y /= 2.0;
|
|
PV0f.z = backupReg0f + R1f.y;
|
|
PV0f.z /= 2.0;
|
|
PV0f.w = backupReg1f + R1f.x;
|
|
PV0f.w /= 2.0;
|
|
// 1
|
|
PV1f.x = -(R2f.w) + PV0f.x;
|
|
PV1f.y = -(R2f.z) + PV0f.y;
|
|
PV1f.z = -(R2f.y) + PV0f.z;
|
|
PV1f.w = -(R2f.x) + PV0f.w;
|
|
// 2
|
|
backupReg0f = R2f.x;
|
|
backupReg1f = R2f.y;
|
|
backupReg2f = R2f.z;
|
|
backupReg3f = R2f.w;
|
|
R2f.x = (PV1f.w * intBitsToFloat(0x3f4ccccd) + backupReg0f);
|
|
R2f.y = (PV1f.z * intBitsToFloat(0x3f4ccccd) + backupReg1f);
|
|
R2f.z = (PV1f.y * intBitsToFloat(0x3f4ccccd) + backupReg2f);
|
|
R2f.w = (PV1f.x * intBitsToFloat(0x3f4ccccd) + backupReg3f);
|
|
}
|
|
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
|
|
// export
|
|
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
|
}
|