#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 7751959c9083eebb // Used for: Hiding subtitle text (some other text is also affected) // 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[4]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[4]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0; 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 R2i = 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); // 0 backupReg0i = R1i.z; R2i.x = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0)); R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i))); R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).xyzw); // 0 R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y))); PV0i.z = R123i.z; R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x))); PV0i.w = R123i.w; // 1 backupReg0i = R0i.x; PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_remappedPS[0].w))); R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z))); PV1i.y = R123i.y; R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w))); R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z))); // 2 R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PV1i.y))); R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PV1i.x))); R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_remappedPS[2].y)) + intBitsToFloat(uf_remappedPS[3].y))); PV0i.z = R123i.z; R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(uf_remappedPS[3].x))); PV0i.w = R123i.w; // 3 backupReg0i = R0i.x; PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_remappedPS[2].w))); R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_remappedPS[2].z)) + intBitsToFloat(uf_remappedPS[3].z))); PV1i.y = R123i.y; PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w))); PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z))); // 4 backupReg0i = R0i.z; PV0i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.w)), intBitsToFloat(PV1i.x))); R0i.y = ((R2i.x == 0)?(PV1i.w):(R127i.w)); PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y))); R0i.x = ((R2i.x == 0)?(PV1i.z):(R127i.z)); PS0i = R0i.x; // 5 R0i.z = ((R2i.x == 0)?(PV0i.z):(R127i.x)); R0i.w = ((R2i.x == 0)?(PV0i.x):(R127i.y)); // export #if ($hideSubtitles == 1) if (textureSize(textureUnitPS0, 0) == ivec3(1024, 1024, 3)) { R0i.xyzw = ivec4(0.0); } #endif passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); }