#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader ededcf8bdc3384ef // Used for: Hide empty heart icons and backdrops // 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 = 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() { vec4 R0f = vec4(0.0); vec4 R1f = vec4(0.0); vec4 R123f = 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; R1f = passParameterSem1; R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); // 0 R127f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y)); R123f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)); PV0f.w = R123f.w; // 1 R123f.x = (mul_nonIEEE(R1f.w,intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(uf_remappedPS[1].w)); PV1f.x = R123f.x; R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z)); PV1f.y = R123f.y; R1f.x = mul_nonIEEE(R0f.x, PV0f.w); PS1f = R1f.x; // 2 R1f.y = mul_nonIEEE(R0f.y, R127f.z); R1f.z = mul_nonIEEE(R0f.z, PV1f.y); R1f.w = mul_nonIEEE(R0f.w, PV1f.x); // export #if ($hideHearts == 1) // Check specific pixels of the input texture to match with that specific heart texture if (texelFetch(textureUnitPS0, ivec2(24, 24), 0) == vec4(0.0,0.0,0.0,1.0) && texelFetch(textureUnitPS0, ivec2(0, 0), 0) == vec4(1.0,1.0,1.0,0.0)) { R1f.xyzw = vec4(0.0); } // Check specific pixels of the input texture to match with that specific heart backdrop texture if (textureSize(textureUnitPS0, 0).xy == ivec2(48, 48) && texelFetch(textureUnitPS0, ivec2(24, 24), 0) == vec4(1.0,1.0,1.0,1.0) && texelFetch(textureUnitPS0, ivec2(24, 10), 0) == vec4(1.0,1.0,1.0,0.0) && texelFetch(textureUnitPS0, ivec2(17, 28), 0) == vec4(1.0,1.0,1.0,0.0) && texelFetch(textureUnitPS0, ivec2(23, 31), 0) == vec4(1.0,1.0,1.0,1.0) && texelFetch(textureUnitPS0, ivec2(28, 30), 0) == vec4(1.0,1.0,1.0,0.0) && texelFetch(textureUnitPS0, ivec2(24, 18), 0) == vec4(1.0,1.0,1.0,0.0)) { R1f.xyzw = vec4(0.0); } #endif #if ($hideMasterModeIcon == 1) // Check specific pixels of the input texture to match with the master mode icon backdrop blur if (textureSize(textureUnitPS0, 0).xy == ivec2(18, 20) && texelFetch(textureUnitPS0, ivec2(4, 10), 0) == vec4(1.0,1.0,1.0,0.2)) { R1f.xyzw = vec4(0.0); } #endif #if ($hideCameraGUI == 1) // Hide lines overlay 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[0].y == 1056898815) { R1f.xyzw = vec4(0.0); } // Hide camera framer thing if (textureSize(textureUnitPS0, 0).xy == ivec2(200, 200) && texelFetch(textureUnitPS0, ivec2(78, 81), 0) == vec4(1.0,1.0,1.0,1.0) && texelFetch(textureUnitPS0, ivec2(81, 81), 0) == vec4(1.0,1.0,1.0,1.0) && texelFetch(textureUnitPS0, ivec2(81, 84), 0) == vec4(1.0,1.0,1.0,0.0) && texelFetch(textureUnitPS0, ivec2(2, 92), 0) == vec4(1.0,1.0,1.0,1.0) && texelFetch(textureUnitPS0, ivec2(5, 92), 0) == vec4(1.0,1.0,1.0,0.0)) { R1f.xyzw = vec4(0.0); } // Hide glowy background filler things from camera rune borders if (textureSize(textureUnitPS0, 0).xy == ivec2(182, 152) && (texelFetch(textureUnitPS0, ivec2(54, 67), 0).xyzw).w == 0.0 && (texelFetch(textureUnitPS0, ivec2(53, 67), 0).xyzw).w > 0.0 && (texelFetch(textureUnitPS0, ivec2(129, 30), 0).xyzw).w == 0.0 && (texelFetch(textureUnitPS0, ivec2(128, 30), 0).xyzw).w > 0.0) { R1f.xyzw = ivec4(0.0); } if (textureSize(textureUnitPS0, 0).xy == ivec2(159, 152) && (texelFetch(textureUnitPS0, ivec2(81, 129), 0).xyzw).w == 0.0 && (texelFetch(textureUnitPS0, ivec2(82, 129), 0).xyzw).w > 0.0 && (texelFetch(textureUnitPS0, ivec2(42, 96), 0).xyzw).w == 0.0 && (texelFetch(textureUnitPS0, ivec2(43, 96), 0).xyzw).w > 0.0) { R1f.xyzw = ivec4(0.0); } if (textureSize(textureUnitPS0, 0).xy == ivec2(52, 133) && (texelFetch(textureUnitPS0, ivec2(8, 47), 0).xyzw).w == 0.0 && (texelFetch(textureUnitPS0, ivec2(8, 48), 0).xyzw).w > 0.0 && (texelFetch(textureUnitPS0, ivec2(18, 128), 0).xyzw).w == 0.0 && (texelFetch(textureUnitPS0, ivec2(18, 127), 0).xyzw).w > 0.0) { R1f.xyzw = ivec4(0.0); } if (textureSize(textureUnitPS0, 0).xy == ivec2(126, 153) && (texelFetch(textureUnitPS0, ivec2(64, 66), 0).xyzw).w == 0.0 && (texelFetch(textureUnitPS0, ivec2(65, 66), 0).xyzw).w > 0.0 && (texelFetch(textureUnitPS0, ivec2(14, 128), 0).xyzw).w == 0.0 && (texelFetch(textureUnitPS0, ivec2(15, 128), 0).xyzw).w > 0.0) { R1f.xyzw = ivec4(0.0); } #endif passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); }