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https://github.com/cemu-project/cemu_graphic_packs.git
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46 lines
2.1 KiB
Plaintext
46 lines
2.1 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader d92fe9087a495dcb
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uniform ivec4 uf_remappedVS[86];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform float uf_alphaTestRef;
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layout(binding = 42) uniform sampler2D textureUnitVS10;// Tex10 addr 0x1cb21000 res 2048x2048x1 dim 1 tm: 4 format 081e compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler28 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 43) uniform sampler2DArrayShadow textureUnitVS11;// Tex11 addr 0xf494a800 res 1024x1024x2 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler29 ClampX/Y/Z: 6 6 6 border: 2
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layout(binding = 44) uniform sampler1DShadow textureUnitVS12;layout(binding = 45) uniform sampler2D textureUnitVS13;// Tex13 addr 0x39084000 res 1024x1024x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler31 ClampX/Y/Z: 0 0 0 border: 1
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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layout(location = 2) in uvec4 attrDataSem2;
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layout(location = 3) in uvec4 attrDataSem3;
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layout(location = 4) in uvec4 attrDataSem4;
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layout(location = 5) in uvec4 attrDataSem5;
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layout(location = 6) in uvec4 attrDataSem6;
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layout(location = 7) in uvec4 attrDataSem7;
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layout(location = 8) in uvec4 attrDataSem8;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem0;
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layout(location = 1) out vec4 passParameterSem1;
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layout(location = 2) out vec4 passParameterSem3;
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layout(location = 3) out vec4 passParameterSem4;
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layout(location = 4) out vec4 passParameterSem5;
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layout(location = 5) out vec4 passParameterSem8;
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layout(location = 6) out vec4 passParameterSem11;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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}
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