cemu_graphic_packs/Modifications/BreathOfTheWild_!Monochromia/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
Michael c854a5eea0 [Monochromia] Change priority
Fixes colored cloud issue
2018-04-01 22:57:21 -07:00

103 lines
3.5 KiB
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#version 420
#extension GL_ARB_texture_gather : enable
// shader a5b3a5e5ab2938bc
// Monochromia + AARestore v2
// Clouds and other effects
// original shader dumped using cemu 1.11.0c, BotW 1.3.1
uniform ivec4 uf_remappedPS[3];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
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 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = 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 = passParameterSem0;
R1f = passParameterSem1;
R2f.w = (texture(textureUnitPS1, R0f.xy).x);
R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw);
// 0
backupReg0f = R0f.y;
backupReg1f = R0f.x;
PV0f.x = -(R2f.w) + R0f.w;
PV0f.y = -(R2f.w) + R0f.z;
PV0f.z = -(R2f.w) + backupReg0f;
PV0f.w = -(R2f.w) + backupReg1f;
PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x);
// 1
R127f.x = max(PV0f.w, -(PV0f.w));
PV1f.y = max(PV0f.z, -(PV0f.z));
R127f.z = max(PV0f.y, -(PV0f.y));
R127f.w = max(PV0f.x, -(PV0f.x));
PS1f = 1.0 / PS0f;
// 2
R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f;
R127f.y = PV1f.y * -(1.0);
R126f.z = floor(R1f.y);
R125f.w = floor(R1f.x);
PV0f.w = R125f.w;
PS0f = PV1f.y * -(1.0);
// 3
tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R126f.w = tempf.x;
R126f.y = R1f.x + -(PV0f.w);
PS1f = R126f.y;
// 4
tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
PS0f = R1f.y + -(R126f.z);
// 5
R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f);
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y);
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV1f.y = R123f.y;
// 6
PV0f.z = R126f.z + PV1f.x;
PV0f.w = R125f.w + PV1f.y;
// 7
R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)*uf_fragCoordScale.x) + R1f.z);
R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)*uf_fragCoordScale.y) + R1f.w);
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
float luma = dot(passPixelColor0.rgb, vec3(0.2126, 0.7152, 0.0722));
passPixelColor0.rgb = vec3(luma);
}