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https://github.com/cemu-project/cemu_graphic_packs.git
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8fa52937c9
Fixes alignment drifting on higher resolutions. By replacing with fixes earlier in the rendering pipe. This should also improve a lot of light leaking, but full res tweak will be in upcoming commits. As this is the initial commit, skell view may still be off and some specific shadow fixes will probably be retired.
96 lines
3.5 KiB
Plaintext
96 lines
3.5 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 4f557f00a56c6358
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//test align edge alpha shadow
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uniform ivec4 uf_remappedVS[4];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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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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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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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
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PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
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PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
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PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
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R0f.x = R2f.x;
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PS0f = R0f.x;
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// 1
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R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.w);
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PV1f.w = R123f.w;
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R1f.z = 0.0;
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PS1f = R1f.z;
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// 2
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R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.x);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.y);
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PV0f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.w);
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PV0f.w = R123f.w;
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R0f.y = R2f.y;
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PS0f = R0f.y;
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// 3
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R2f.x = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.y);
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R2f.y = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.x);
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R2f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.w);
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R2f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.z);
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// export
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gl_Position = vec4(R1f.x*(1/1.001), R1f.y*(1 / 1.001), R1f.z, R1f.w);
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// export
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passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// export
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passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.z);
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// 0
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}
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