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4904b5172d
* Update 315d61ad21f97614_0000000000000000_vs.txt Proper Cast the variables as floats because they were failing to compile. * Update 4b92e636153d6b54_0000000000000000_vs.txt Proper Cast the variables as floats because they were failing to compile. * Delete 1ed6dd85057f3924_0000000000000000_vs.txt It is not needed as editing this shader won't fix the issue. * Add files via upload Fragment Shader that when modified does the same thing as resizing the pixel mess texture. However the shader is reloadable. * Update rules.txt Presets to load hide the pixel mess broken effect and set it back to original behavior.
122 lines
4.1 KiB
Plaintext
122 lines
4.1 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 315d61ad21f97614
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// Used for: Vertical blur pass end screen background
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const float resXScale = (float($width)/float($gameWidth));
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const float resYScale = (float($height)/float($gameHeight));
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uniform ivec4 uf_remappedVS[5];
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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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layout(location = 2) in uvec4 attrDataSem8;
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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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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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 R123f = 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 = R1f.w * intBitsToFloat(uf_remappedVS[0].y);
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PV0f.y = R1f.w * intBitsToFloat(uf_remappedVS[0].x);
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PV0f.z = R1f.w * intBitsToFloat(uf_remappedVS[0].w);
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PV0f.w = R1f.w * intBitsToFloat(uf_remappedVS[0].z);
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R127f.w = 0.0;
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PS0f = R127f.w;
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// 1
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R123f.x = (R1f.z * intBitsToFloat(uf_remappedVS[1].y) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (R1f.z * intBitsToFloat(uf_remappedVS[1].x) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (R1f.z * intBitsToFloat(uf_remappedVS[1].w) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (R1f.z * intBitsToFloat(uf_remappedVS[1].z) + PV0f.w);
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PV1f.w = R123f.w;
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R0f.x = PS0f + R2f.x;
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PS1f = R0f.x;
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// 2
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R123f.x = (R1f.y * intBitsToFloat(uf_remappedVS[2].y) + PV1f.x);
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PV0f.x = R123f.x;
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R123f.y = (R1f.y * intBitsToFloat(uf_remappedVS[2].x) + PV1f.y);
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PV0f.y = R123f.y;
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R123f.z = (R1f.y * intBitsToFloat(uf_remappedVS[2].w) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (R1f.y * intBitsToFloat(uf_remappedVS[2].z) + PV1f.w);
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PV0f.w = R123f.w;
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R3f.x = R127f.w + R2f.x;
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PS0f = R3f.x;
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// 3
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backupReg0f = R1f.x;
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backupReg0f = R1f.x;
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backupReg0f = R1f.x;
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backupReg0f = R1f.x;
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R1f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[3].x) + PV0f.y);
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R1f.y = (backupReg0f * intBitsToFloat(uf_remappedVS[3].y) + PV0f.x);
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R1f.z = (backupReg0f * intBitsToFloat(uf_remappedVS[3].z) + PV0f.w);
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R1f.w = (backupReg0f * intBitsToFloat(uf_remappedVS[3].w) + PV0f.z);
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// 4
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PV0f.x = intBitsToFloat(uf_remappedVS[4].x)/resXScale * intBitsToFloat(0x3b72b9d6);
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PV0f.y = intBitsToFloat(uf_remappedVS[4].x)/resXScale * intBitsToFloat(0x3b72b9d6);
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// 5
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PV1f.x = PV0f.x;
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PV1f.x /= 2.0;
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PV1f.y = PV0f.y * intBitsToFloat(0xbfc00000);
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PV1f.z = -(PV0f.x);
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PV1f.z /= 2.0;
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PV1f.w = PV0f.y * 1.5;
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// 6
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R0f.y = PV1f.y + R2f.y;
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R3f.z = PV1f.w + R2f.y;
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R0f.w = PV1f.z + R2f.y;
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R3f.w = PV1f.x + R2f.y;
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PS0f = R3f.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.x, R0f.w);
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// export
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passParameterSem131 = vec4(R3f.x, R3f.z, R3f.x, R3f.w);
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// 0
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}
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