cemu_graphic_packs/Enhancements/WindWakerHD_Contrasty/90ed656e9c17616b_00000000000000ff_ps.txt
Crementif b95bd222d2
[Bayonetta 2] Add portal workaround pack
Also removed the version indicator in Windwaker's contrasty file since any updates to that number would remove all the configuration set by the user for that pack.
2019-05-26 17:12:48 +02:00

65 lines
1.9 KiB
GLSL

#version 420
#extension GL_ARB_texture_gather : enable
// shader 90ed656e9c17616b
//make second gradient more white blue
const float skyboxRed = float($skyboxRed);
const float skyboxGreen = float($skyboxGreen);
const float skyboxBlue = float($skyboxBlue);
const float skyboxMix = float($skyboxMix);
uniform ivec4 uf_remappedPS[3];
layout(location = 0) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
uniform vec2 uf_fragCoordScale;
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()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = 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 = passParameterSem1;
// 0
PV0f.x = mul_nonIEEE(R0f.w, intBitsToFloat(uf_remappedPS[0].x));
PV0f.x = clamp(PV0f.x, 0.0, 1.0);
R1f.y = (intBitsToFloat(uf_remappedPS[1].z) * 0.5 + 0.5);
// 1
R0f.xyz = vec3(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z));
PV1f.x = R0f.x;
PV1f.y = R0f.y;
PV1f.z = R0f.z;
R0f.w = PV0f.x;
PV1f.w = R0f.w;
R1f.w = PV0f.x;
PS1f = R1f.w;
// 2
R2f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z);
R2f.w = PV1f.w;
// 3
R3f.xyz = vec3(R1f.y,R1f.y,R1f.y);
R3f.w = R1f.w;
// export
//passPixelColor0 = vec4(R2f.x, R2f.y*0.75, R2f.z*1.25, R2f.w)*1.2;
passPixelColor0 = vec4(R2f.x*skyboxRed, R2f.y*skyboxGreen*0.75, R2f.z*skyboxBlue*1.25, R2f.w)*skyboxMix*1.2;
passPixelColor1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}