cemu_graphic_packs/Resolutions/SkylandersTrapTeam_Resolution/74681a5c2af57975_0000000000000079_ps.txt
Crementif f7d3cf68cd
Add Skylanders Trap Team res pack
Also updated the skylander game's statuses in the list.

They did do some optimizations. Also, the music is so god damn repetitive, I think I've listened 1 hour of what felt like a 30 second music loop...
2019-06-05 15:56:14 +02:00

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 74681a5c2af57975
// Used for: Vertical bloom blur
float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem133;
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);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R123f = 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 = passParameterSem133;
// 0
R2f.x = R0f.x + 0.0;
R2f.y = R0f.y + 0.0;
R127f.z = 0.0;
PV0f.z = R127f.z;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w)/resYScale * intBitsToFloat(0xc0500000);
PS0f = intBitsToFloat(uf_remappedPS[0].w)/resYScale * intBitsToFloat(0xbfb1eb85);
// 1
R1f.x = PV0f.z + R0f.x;
R1f.y = PV0f.w + R0f.y;
R0f.z = PV0f.z + R0f.x;
R0f.w = PS0f + R0f.y;
PS1f = intBitsToFloat(uf_remappedPS[0].w)/resYScale * intBitsToFloat(0x3fb1eb85);
// 2
R3f.x = R127f.z + R0f.x;
R3f.y = PS1f + R0f.y;
PV0f.z = intBitsToFloat(uf_remappedPS[0].w)/resYScale * intBitsToFloat(0x40500000);
R4f.w = R127f.z + R0f.x;
// 3
R4f.y = PV0f.z + R0f.y;
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
R4f.xyzw = (texture(textureUnitPS0, R4f.wy).xyzw);
// 0
PV0f.x = R1f.z * intBitsToFloat(0x3d9958bf);
PV0f.y = R1f.y * intBitsToFloat(0x3d9958bf);
PV0f.z = R1f.x * intBitsToFloat(0x3d9958bf);
PV0f.w = R1f.w * intBitsToFloat(0x3d9958bf);
// 1
R123f.x = (R2f.z * intBitsToFloat(0x3e658dc4) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R2f.y * intBitsToFloat(0x3e658dc4) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R2f.x * intBitsToFloat(0x3e658dc4) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R2f.w * intBitsToFloat(0x3e658dc4) + PV0f.w);
PV1f.w = R123f.w;
// 2
R123f.x = (R0f.w * intBitsToFloat(0x3ea04663) + PV1f.w);
PV0f.x = R123f.x;
R123f.y = (R0f.z * intBitsToFloat(0x3ea04663) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (R0f.y * intBitsToFloat(0x3ea04663) + PV1f.y);
PV0f.z = R123f.z;
R123f.w = (R0f.x * intBitsToFloat(0x3ea04663) + PV1f.z);
PV0f.w = R123f.w;
// 3
R123f.x = (R3f.z * intBitsToFloat(0x3ea04663) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (R3f.y * intBitsToFloat(0x3ea04663) + PV0f.z);
PV1f.y = R123f.y;
R123f.z = (R3f.x * intBitsToFloat(0x3ea04663) + PV0f.w);
PV1f.z = R123f.z;
R123f.w = (R3f.w * intBitsToFloat(0x3ea04663) + PV0f.x);
PV1f.w = R123f.w;
// 4
backupReg0f = R4f.x;
backupReg1f = R4f.y;
backupReg2f = R4f.z;
backupReg3f = R4f.w;
R4f.x = (backupReg0f * intBitsToFloat(0x3d9958bf) + PV1f.z);
R4f.y = (backupReg1f * intBitsToFloat(0x3d9958bf) + PV1f.y);
R4f.z = (backupReg2f * intBitsToFloat(0x3d9958bf) + PV1f.x);
R4f.w = (backupReg3f * intBitsToFloat(0x3d9958bf) + PV1f.w);
// export
passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
}