cemu_graphic_packs/Resolutions/KirbyRainbow_Resolution/2258c1c082f929aa_0000000000000000_vs.txt

85 lines
3.3 KiB
GLSL

#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 2258c1c082f929aa
// Used for: Stage Background Blur, Clay Texture Blur
const float resXScale = ($width/$gameWidth);
const float resYScale = ($height/$gameHeight);
uniform ivec4 uf_uniformRegisterVS[256];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 2) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
layout(location = 0) out vec4 passParameterSem2;
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.x = attrDataSem0.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
R1i = ivec4(int(attrDecoder.x), 0, 0, 1);
// 0
R1i.w = 0x3f800000;
R127i.z = floatBitsToInt(float(R1i.x));
PS0i = R127i.z;
// 1
tempResultf = intBitsToFloat(PS0i);
tempResultf = floor(tempResultf);
tempResultf = clamp(tempResultf, -256.0, 255.0);
ARi.x = int(tempResultf);
PV1i.x = floatBitsToInt(tempResultf);
// 2
R1i.xyz = ivec3(uf_uniformRegisterVS[ARi.x+0].x,uf_uniformRegisterVS[ARi.x+0].y,uf_uniformRegisterVS[ARi.x+0].z);
// 3
R0i.x = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[4].x)/resXScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].x));
R0i.y = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[4].y)/resYScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].y));
// 4
R2i.x = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[5].x)/resXScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].x));
R2i.y = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[5].y)/resYScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].y));
// 5
R3i.x = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[6].x)/resXScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].x));
R3i.y = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[6].y)/resYScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].y));
// export
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.z));
// export
passParameterSem1 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.z));
// export
passParameterSem2 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.z));
}