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79 lines
2.6 KiB
GLSL
79 lines
2.6 KiB
GLSL
#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 7613a0515b67d8b4
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const float shadowRes = $shadowRes;
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uniform ivec4 uf_remappedVS[1];
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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 attrDataSem2;
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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 passParameterSem130;
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layout(location = 1) out vec4 passParameterSem131;
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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 R3f = vec4(0.0);
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vec4 R127f = 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 = attrDataSem0;
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attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
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attrDecoder.xy = attrDataSem2.xy;
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attrDecoder.xy = ((attrDecoder.xy>>8)&0xFF)|((attrDecoder.xy<<8)&0xFF00);
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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attrDecoder.xy = floatBitsToUint(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)));
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attrDecoder.zw = uvec2(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 = intBitsToFloat(uf_remappedVS[0].y)/shadowRes;
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PV0f.x /= 2.0;
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PV0f.y = -(intBitsToFloat(uf_remappedVS[0].y))/shadowRes;
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PV0f.y /= 2.0;
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R127f.w = intBitsToFloat(uf_remappedVS[0].y)/shadowRes;
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R127f.w /= 2.0;
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PV0f.w = R127f.w;
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// 1
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R0f.xyz = vec3(R2f.x,R2f.y,R2f.x) + vec3(PV0f.y,PV0f.y,PV0f.x);
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R3f.w = R2f.x + PV0f.y;
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R3f.y = R2f.y + PV0f.w;
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PS1f = R3f.y;
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// 2
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R3f.z = R2f.x + R127f.w;
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem130 = vec4(R0f.x, R0f.y, R0f.z, R0f.y);
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// export
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passParameterSem131 = vec4(R3f.w, R3f.y, R3f.z, R3f.y);
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// 0
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}
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