#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader ea64b5c97dff2d82 // Used for: Hiding the glow around the borders of the image // 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 = 3) uniform ufBlock { uniform ivec4 uf_remappedPS[5]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[5]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem1; layout(location = 3) in vec4 passParameterSem3; 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 R3i = ivec4(0); ivec4 R4i = ivec4(0); ivec4 R5i = 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(passParameterSem2); R2i = floatBitsToInt(passParameterSem1); R3i = floatBitsToInt(passParameterSem3); R1i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyzw); R5i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R3i.xy)).xyzw); // 0 R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(R5i.w))); R4i.y = floatBitsToInt(-(intBitsToFloat(R5i.w)) + 1.0); R4i.z = uf_remappedPS[0].x & 0x00008000; R127i.w = 0x3f800000; PV0i.w = R127i.w; R2i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(R5i.w))); PS0i = R2i.w; // 1 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),intBitsToFloat(PV0i.w)),vec4(intBitsToFloat(uf_remappedPS[1].x),intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z),intBitsToFloat(uf_remappedPS[1].w)))); PV1i.x = tempi.x; PV1i.y = tempi.x; PV1i.z = tempi.x; PV1i.w = tempi.x; R2i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(R5i.w))); PS1i = R2i.z; // 2 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(uf_remappedPS[2].w)))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; R3i.x = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(PV1i.x)); PS0i = R3i.x; // 3 R3i.y = floatBitsToInt(intBitsToFloat(R2i.y) + intBitsToFloat(PV0i.x)); R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.xy)).xyzw); // 0 R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.y),intBitsToFloat(R4i.y)) + intBitsToFloat(R2i.w))); PV0i.x = R123i.x; R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.x),intBitsToFloat(R4i.y)) + intBitsToFloat(R4i.x))); PV0i.y = R123i.y; R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.z),intBitsToFloat(R4i.y)) + intBitsToFloat(R2i.z))); PV0i.w = floatBitsToInt(min(intBitsToFloat(R1i.w), intBitsToFloat(R3i.w))); // 1 R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(uf_remappedPS[4].y))); PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(R5i.w))); PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), intBitsToFloat(R5i.w))); R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(uf_remappedPS[4].x))); PV1i.w = R123i.w; // 2 R123i.x = ((R4i.z == 0)?(PV1i.z):(PV1i.y)); PV0i.x = R123i.x; R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(uf_remappedPS[4].z))); PV0i.y = R123i.y; R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(PV1i.w))); PS0i = R4i.x; // 3 R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(uf_remappedPS[4].w))); PV1i.x = R123i.x; R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(R127i.x))); R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PV0i.y))); // 4 R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PV1i.x))); #if ($hideCameraGUI == 1) // Disable blue glow at the borders if (textureSize(textureUnitPS0, 0).xy == ivec2(128, 128) && texelFetch(textureUnitPS0, ivec2(54, 37), 0) == vec4(0.0,0.0,0.0,0.0) && texelFetch(textureUnitPS0, ivec2(93, 93), 0) == vec4(0.0,0.0,0.0,0.0) && texelFetch(textureUnitPS2, ivec2(2, 62), 0) == vec4(1.0,1.0,1.0,1.0) && texelFetch(textureUnitPS2, ivec2(127, 62), 0) == vec4(1.0,1.0,1.0,0.0)) { R4i.xyzw = ivec4(0); } #endif // export passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); }