mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-22 09:39:17 +01:00
24b9b1eb29
Xenoblade Chronicles X packs are now ported too! Which has, after BotW, the most shaders I think made by all of the efforts from getdls. All shaders were successfully verified and tested in-game (from what I could tell).
132 lines
3.8 KiB
Plaintext
132 lines
3.8 KiB
Plaintext
#version 420
|
|
#extension GL_ARB_texture_gather : enable
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
// shader 810cde937ebbdf9f
|
|
//de-band sky, replaced by format convert. Keep around for testing
|
|
const float dither = $dither ;
|
|
uniform ivec4 uf_remappedPS[5];
|
|
layout(location = 0) in vec4 passParameterSem0;
|
|
layout(location = 0) out vec4 passPixelColor0;
|
|
uniform vec2 uf_fragCoordScale;
|
|
|
|
float lineRand(vec2 co)
|
|
{
|
|
float a = 12.9898;
|
|
float b = 78.233;
|
|
float c = 43758.5453;
|
|
float dt = dot(co.xy, vec2(a, b));
|
|
float sn = mod(dt, 3.14);
|
|
return fract(sin(sn) * c);
|
|
}
|
|
|
|
|
|
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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
|
void main()
|
|
{
|
|
vec4 R0f = vec4(0.0);
|
|
vec4 R1f = vec4(0.0);
|
|
vec4 R123f = 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;
|
|
R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.042 *dither);
|
|
R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.041 *dither);
|
|
// 0
|
|
backupReg0f = R0f.x;
|
|
backupReg0f = R0f.x;
|
|
backupReg1f = R0f.y;
|
|
backupReg1f = R0f.y;
|
|
backupReg2f = R0f.z;
|
|
backupReg2f = R0f.z;
|
|
tempf.x = dot(vec4(backupReg0f,backupReg1f,backupReg2f,-0.0),vec4(backupReg0f,backupReg1f,backupReg2f,0.0));
|
|
PV0f.x = tempf.x;
|
|
PV0f.y = tempf.x;
|
|
PV0f.z = tempf.x;
|
|
PV0f.w = tempf.x;
|
|
R1f.w = 1.0;
|
|
PS0f = R1f.w;
|
|
// 1
|
|
tempResultf = 1.0 / sqrt(PV0f.x);
|
|
PS1f = tempResultf;
|
|
// 2
|
|
R127f.x = R0f.x * PS1f;
|
|
PV0f.x = R127f.x;
|
|
R127f.y = R0f.y * PS1f;
|
|
PV0f.y = R127f.y;
|
|
R127f.z = R0f.z * PS1f;
|
|
PV0f.z = R127f.z;
|
|
// 3
|
|
tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0));
|
|
PV1f.x = tempf.x;
|
|
PV1f.y = tempf.x;
|
|
PV1f.z = tempf.x;
|
|
PV1f.w = tempf.x;
|
|
// 4
|
|
PV0f.x = intBitsToFloat(uf_remappedPS[1].z) * R127f.z;
|
|
PV0f.w = max(PV1f.x, -(PV1f.x));
|
|
// 5
|
|
R123f.x = (intBitsToFloat(uf_remappedPS[1].y) * R127f.y + PV0f.x);
|
|
PV1f.x = R123f.x;
|
|
R127f.z = -(PV0f.w) + 1.0;
|
|
R127f.z = clamp(R127f.z, 0.0, 1.0);
|
|
PV1f.z = R127f.z;
|
|
// 6
|
|
R123f.w = (intBitsToFloat(uf_remappedPS[1].x) * R127f.x + PV1f.x);
|
|
R123f.w = clamp(R123f.w, 0.0, 1.0);
|
|
PV0f.w = R123f.w;
|
|
tempResultf = log2(PV1f.z);
|
|
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
|
PS0f = tempResultf;
|
|
// 7
|
|
PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w);
|
|
tempResultf = log2(PV0f.w);
|
|
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
|
PS1f = tempResultf;
|
|
// 8
|
|
PV0f.y = PS1f * intBitsToFloat(uf_remappedPS[3].w);
|
|
R127f.w = exp2(PV1f.x);
|
|
PS0f = R127f.w;
|
|
// 9
|
|
R127f.x = (R127f.z * intBitsToFloat(0x3f733333) + -(PS0f));
|
|
PV1f.z = PS0f + -(intBitsToFloat(0x3f4ccccd));
|
|
R126f.x = exp2(PV0f.y);
|
|
PS1f = R126f.x;
|
|
// 10
|
|
PV0f.y = PV1f.z * intBitsToFloat(0x40a00000);
|
|
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
|
|
// 11
|
|
backupReg0f = R127f.w;
|
|
R127f.w = (R127f.x * PV0f.y + backupReg0f);
|
|
PV1f.w = R127f.w;
|
|
// 12
|
|
R127f.y = (PV1f.w * intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[4].y));
|
|
R127f.z = (PV1f.w * intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[4].x));
|
|
// 13
|
|
R123f.x = (R127f.w * intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[4].z));
|
|
PV1f.x = R123f.x;
|
|
// 14
|
|
R1f.x = (R126f.x * intBitsToFloat(uf_remappedPS[3].x) + R127f.z);
|
|
R1f.y = (R126f.x * intBitsToFloat(uf_remappedPS[3].y) + R127f.y);
|
|
R1f.z = (R126f.x * intBitsToFloat(uf_remappedPS[3].z) + PV1f.x);
|
|
// export
|
|
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
|
}
|