#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 7cd338ce4c6ea935 // Used for: Ultrawide cutscenes (when enabled) float aspectRatio = float(($gameWidth/$gameHeight)/($width/$height)); float reverseAspectRatio = float(($width/$height)/($gameWidth/$gameHeight)); // start of shader inputs/outputs, predetermined by Cemu. Do not touch #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif #ifdef VULKAN layout(set = 1, binding = 1) uniform ufBlock { uniform ivec4 uf_remappedPS[1]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[1]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; // end of shader inputs/outputs 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 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; #if $ultrawideHUDMode != 0 float uv_x = 0.5 + (R0f.x - 0.5) / aspectRatio; R0f.xyzw = (texture(textureUnitPS0, vec2(uv_x, R0f.y)).xyzw); #else R0f.xyzw = (texture(textureUnitPS0, vec2(R0f.xy)).xyzw); #endif // 0 backupReg0f = R0f.x; tempResultf = max(0.0, backupReg0f); tempResultf = log2(tempResultf); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS0f = tempResultf; // 1 R127f.z = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[0].x)); tempResultf = max(0.0, R0f.y); tempResultf = log2(tempResultf); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS1f = tempResultf; // 2 R127f.w = mul_nonIEEE(PS1f, intBitsToFloat(uf_remappedPS[0].x)); tempResultf = max(0.0, R0f.z); tempResultf = log2(tempResultf); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS0f = tempResultf; // 3 R127f.x = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[0].x)); PS1f = exp2(R127f.z); // 4 R0f.x = PS1f; PS0f = exp2(R127f.w); // 5 R0f.y = PS0f; PS1f = exp2(R127f.x); // 6 R0f.z = PS1f; // export #if $ultrawideHUDMode != 0 bool isBorder = uv_x < 0 || uv_x > 1.0; passPixelColor0 = isBorder ? vec4(0.0) : R0f.xyzw; #else passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); #endif }