#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 095e8026b6719c09 // Used for: Hiding stamina bar animation bar // 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 = 2) uniform ufBlock { uniform ivec4 uf_remappedPS[3]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[3]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; 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() { ivec4 R0i = ivec4(0); ivec4 R1i = ivec4(0); ivec4 R123i = ivec4(0); ivec4 R127i = ivec4(0); 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 = floatBitsToInt(passParameterSem0); R1i = floatBitsToInt(passParameterSem1); R0i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); R1i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyzw); // 0 PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R1i.w))); PV0i.y = floatBitsToInt(-(intBitsToFloat(R1i.w)) + 1.0); R127i.z = uf_remappedPS[0].x & 0x00000080; PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R1i.w))); PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R1i.w))); // 1 backupReg0i = R0i.y; backupReg1i = R0i.z; R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.x),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.x))); PV1i.x = R123i.x; PV1i.y = floatBitsToInt(min(intBitsToFloat(R0i.w), intBitsToFloat(R1i.w))); PV1i.z = floatBitsToInt(max(intBitsToFloat(R0i.w), intBitsToFloat(R1i.w))); R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.w))); PV1i.w = R123i.w; R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg1i),intBitsToFloat(PV0i.y)) + intBitsToFloat(PS0i))); PS1i = R127i.w; // 2 R123i.x = ((R127i.z == 0)?(PV1i.z):(PV1i.y)); PV0i.x = R123i.x; R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(uf_remappedPS[2].y))); R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[2].x))); PS0i = R0i.x; // 3 R0i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.w),intBitsToFloat(uf_remappedPS[1].z)) + intBitsToFloat(uf_remappedPS[2].z))); R0i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[1].w)) + intBitsToFloat(uf_remappedPS[2].w))); #if ($hideStamina == 1) // Hide stamina red bar transition if (textureSize(textureUnitPS0, 0).xy == ivec2(80, 80) && texelFetch(textureUnitPS0, ivec2(7, 30), 0) == vec4(1.0,1.0,1.0,0.0) && texelFetch(textureUnitPS0, ivec2(18, 7), 0) == vec4(1.0,1.0,1.0,0.0) && (texelFetch(textureUnitPS0, ivec2(18, 8), 0).xyzw).w > 0.0) { R0i.xyzw = ivec4(0); } // Hide stamina red bar transition if (textureSize(textureUnitPS0, 0).xy == ivec2(70, 70) && texelFetch(textureUnitPS0, ivec2(16, 6), 0) == vec4(1.0,1.0,1.0,0.0) && texelFetch(textureUnitPS0, ivec2(21, 57), 0) == vec4(1.0,1.0,1.0,0.0) && (texelFetch(textureUnitPS0, ivec2(21, 58), 0).xyzw).w > 0.0) { R0i.xyzw = ivec4(0); } #endif // export passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); }