#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 569ebe93f1ae5799 // Used for: Hiding text blur used in subtitles and full hearts // 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[2]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[2]; 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 R1f = 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.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); // 0 R1f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)); R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y)); // 1 R1f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z)); R1f.w = (mul_nonIEEE(R0f.w,intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(uf_remappedPS[1].w)); // export #if ($hideSubtitles == 1) // Hide subtitle background blur if (textureSize(textureUnitPS0, 0).xy == ivec2(175, 38)) { R1f.xyzw = vec4(0.0); } #endif #if ($hideHearts == 1) // Hide red full hearts if (textureSize(textureUnitPS0, 0).xy == ivec2(48, 48) && texelFetch(textureUnitPS0, ivec2(30, 15), 0) == vec4(0.0,0.0,0.0,1.0) && texelFetch(textureUnitPS0, ivec2(23, 15), 0) == vec4(0.0,0.0,0.0,0.0)) { R1f.xyzw = ivec4(0.0); } #endif #if ($hideMasterModeIcon == 1) // Hide master mode icon if (textureSize(textureUnitPS0, 0).xy == ivec2(36, 36) && texelFetch(textureUnitPS0, ivec2(12, 18), 0) == vec4(1.0,1.0,1.0,0.0) && texelFetch(textureUnitPS0, ivec2(12, 17), 0) == vec4(1.0,1.0,1.0,1.0) && texelFetch(textureUnitPS0, ivec2(4, 30), 0) == vec4(1.0,1.0,1.0,1.0)) { R1f.xyzw = ivec4(0.0); } #endif #if ($hideCameraGUI == 1) // Hide vignette borders in camera view if (textureSize(textureUnitPS0, 0).xy == ivec2(242, 162)) { R1f.xyzw = ivec4(0.0); } // Hide camera zooming triangle if (textureSize(textureUnitPS0, 0).xy == ivec2(75, 75) && texelFetch(textureUnitPS0, ivec2(55, 39), 0) == vec4(1.0,1.0,1.0,0.0) && texelFetch(textureUnitPS0, ivec2(47, 44), 0) == vec4(1.0,1.0,1.0,1.0) && texelFetch(textureUnitPS0, ivec2(32, 21), 0) == vec4(1.0,1.0,1.0,0.0)) { R1f.xyzw = ivec4(0.0); } // Hide camera zooming bar if (textureSize(textureUnitPS0, 0).xy == ivec2(8, 8) && texelFetch(textureUnitPS0, ivec2(7, 3), 0) == vec4(1.0,1.0,1.0,1.0) && uf_remappedPS[1].w == 0 && R1f.y >= 0.49700 && R1f.y <= 0.49900) { R1f.xyzw = ivec4(0.0); } // Hides the actual colored camera rune textures if (textureSize(textureUnitPS0, 0).xy == ivec2(79, 187) && texelFetch(textureUnitPS0, ivec2(24, 62), 0) == vec4(0.0,0.0,0.0,0.0) && (texelFetch(textureUnitPS0, ivec2(33, 92), 0).xyzw).zw == vec2(0.125, 1.0)) { R1f.xyzw = ivec4(0.0); } if (textureSize(textureUnitPS0, 0).xy == ivec2(88, 77) && texelFetch(textureUnitPS0, ivec2(24, 40), 0) == vec4(0.0,0.0,0.0,0.0) && (texelFetch(textureUnitPS0, ivec2(36, 31), 0).xyzw).yw == vec2(0.125, 1.0) && (texelFetch(textureUnitPS0, ivec2(68, 17), 0).xyzw).xw == vec2(0.25, 1.0)) { R1f.xyzw = ivec4(0.0); } if (textureSize(textureUnitPS0, 0).xy == ivec2(151, 139) && texelFetch(textureUnitPS0, ivec2(26, 29), 0) == vec4(0.0,0.0,0.0,0.0) && (texelFetch(textureUnitPS0, ivec2(28, 77), 0).xyzw).yw == vec2(0.1875, 1.0) && (texelFetch(textureUnitPS0, ivec2(95, 22), 0).xyzw).xw == vec2(0.125, 1.0)) { R1f.xyzw = ivec4(0.0); } if (textureSize(textureUnitPS0, 0).xy == ivec2(57, 171) && texelFetch(textureUnitPS0, ivec2(30, 11), 0) == vec4(0.0,0.0,0.0,0.0) && (texelFetch(textureUnitPS0, ivec2(26, 94), 0).xyzw).xw == vec2(0.25, 1.0) && (texelFetch(textureUnitPS0, ivec2(46, 99), 0).xyzw).xw == vec2(0.125, 1.0)) { R1f.xyzw = ivec4(0.0); } if (textureSize(textureUnitPS0, 0).xy == ivec2(97, 156) && texelFetch(textureUnitPS0, ivec2(34, 100), 0) == vec4(0.0,0.0,0.0,0.0) && (texelFetch(textureUnitPS0, ivec2(40, 103), 0).xyzw).xw == vec2(0.125, 1.0) && (texelFetch(textureUnitPS0, ivec2(66, 94), 0).xyzw).xw == vec2(0.125, 1.0)) { R1f.xyzw = ivec4(0.0); } if (textureSize(textureUnitPS0, 0).xy == ivec2(96, 69) && texelFetch(textureUnitPS0, ivec2(18, 52), 0) == vec4(0.0,0.0,0.0,0.0) && (texelFetch(textureUnitPS0, ivec2(86, 33), 0).xyzw).xw == vec2(0.25, 1.0) && (texelFetch(textureUnitPS0, ivec2(16, 66), 0).xyzw).xw == vec2(0.125, 1.0)) { R1f.xyzw = ivec4(0.0); } #endif passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); }