cemu_graphic_packs/Quality/TropicalFreeze_2160p/76e37ae2a66fcff2_0000000000001e49_ps_source.txt
Michael 2e540dd302 [Tropical Freeze] Fix Water (fix by getdls, send thanks to him!)
Finally got towards implementing these to the repo.
Other packs have fixed names, to fit in line with the other packs. Also have unnecessary stuff removed
2017-04-02 14:15:20 -07:00

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#version 400
#extension GL_ARB_texture_gather : enable
const float overwriteWidth = 3840.0; //overwidth value.0
const float overwriteHeight = 2160.0;
// shader 76e37ae2a66fcff2
uniform ivec4 uf_remappedPS[2];
uniform sampler2D textureUnitPS0;// Tex0 addr 0x19fc6000 res 128x128x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4708800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
uniform sampler2D textureUnitPS2;// Tex2 addr 0x19fc2000 res 64x64x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0
in Vertex2
{
vec4 passG2PParameter0;
vec4 passG2PParameter1;
vec4 passG2PParameter2;
vec4 passG2PParameter3;
} g2p;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
int loopStuckCounter = 0;
vec3 cubeMapSTM;
int cubeMapFaceId;
R4i = floatBitsToInt(gl_FragCoord.xyzw);
R0i = floatBitsToInt(g2p.passG2PParameter0);
R1i = floatBitsToInt(g2p.passG2PParameter1);
R2i = floatBitsToInt(g2p.passG2PParameter2);
R3i = floatBitsToInt(g2p.passG2PParameter3);
vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(1280.0,720.0); // factor = newResolution / expectedResolution
R4i.xy = floatBitsToInt(intBitsToFloat(R4i.xy) / scaleFactor);
R2i.xy = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.xy)).xy);
R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw);
// 0
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(0x437f0000)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(0x437f0000)));
PV0i.z = R3i.x;
PV0i.z = clampFI32(PV0i.z);
PV0i.w = R3i.y;
PV0i.w = clampFI32(PV0i.w);
R127i.x = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[0].x));
PS0i = R127i.x;
// 1
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].z)));
PV1i.x = R126i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[0].z)));
PV1i.y = R127i.y;
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(0x3b800000));
PV1i.z = floatBitsToInt(intBitsToFloat(PV1i.z) * 2.0);
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3b800000));
PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * 2.0);
PS1i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[0].y));
// 2
backupReg0i = R0i.x;
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + -(1.0));
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.z) + -(1.0));
R127i.z = floatBitsToInt(intBitsToFloat(R4i.y) * intBitsToFloat(PS1i));
PV0i.z = R127i.z;
R127i.w = floatBitsToInt(intBitsToFloat(R4i.x) * intBitsToFloat(R127i.x));
PV0i.w = R127i.w;
R2i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[1].x)));
PS0i = R2i.w;
// 3
backupReg0i = R0i.w;
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(uf_remappedPS[1].x)));
PV1i.x = R4i.x;
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(uf_remappedPS[1].x)));
PV1i.y = R4i.y;
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R127i.y)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R126i.x)));
R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R1i.w)));
PS1i = R3i.w;
// 4
R0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R127i.w));
PV0i.x = R0i.x;
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.w)));
// 5
R0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R127i.z));
PV1i.y = R0i.y;
R0i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyz);
// 0
backupReg0i = R0i.y;
backupReg1i = R0i.x;
PV0i.x = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R0i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(backupReg0i));
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(backupReg1i));
// 1
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.w), intBitsToFloat(PV0i.z)));
PV1i.x = R3i.x;
R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y)));
PV1i.y = R3i.y;
R3i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(PV0i.x)));
PV1i.z = R3i.z;
// export
passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
}