#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 699b238ae15d113b -- Ganons Castle Moat Fog #define basefogred $castlebasefogred #define basefoggreen $castlebasefoggreen #define basefogblue $castlebasefogblue #define basefogopacity $castlebasefogopacity // 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[5]; uniform float uf_alphaTestRef; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[5]; uniform float uf_alphaTestRef; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem3; layout(location = 3) in vec4 passParameterSem4; layout(location = 4) in vec4 passParameterSem7; layout(location = 5) in vec4 passParameterSem8; layout(location = 6) in vec4 passParameterSem11; layout(location = 7) in vec4 passParameterSem14; layout(location = 8) in vec4 passParameterSem15; layout(location = 9) in vec4 passParameterSem16; 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 R2f = vec4(0.0); vec4 R3f = vec4(0.0); vec4 R4f = vec4(0.0); vec4 R5f = vec4(0.0); vec4 R6f = vec4(0.0); vec4 R7f = vec4(0.0); vec4 R8f = vec4(0.0); vec4 R9f = 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 = passParameterSem2; R2f = passParameterSem3; R3f = passParameterSem4; R4f = passParameterSem7; R5f = passParameterSem8; R6f = passParameterSem11; R7f = passParameterSem14; R8f = passParameterSem15; R9f = passParameterSem16; R1f.w = (texture(textureUnitPS0, R5f.xy).w); // 0 tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(R1f.x,R1f.y,R1f.z,0.0)); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R127f.z = tempf.x; PS0f = 1.0 / R2f.w; // 1 R5f.x = mul_nonIEEE(R2f.x, PS0f); R5f.y = mul_nonIEEE(R2f.y, PS0f); R3f.z = -(intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[0].w); R3f.w = mul_nonIEEE(R0f.x, R4f.x); PV1f.w = R3f.w; PS1f = 1.0 / R2f.w; // 2 R2f.x = R2f.z * PS1f; R2f.y = mul_nonIEEE(R0f.y, R4f.y); R5f.z = -(PV1f.w) + intBitsToFloat(uf_remappedPS[1].x); R2f.w = mul_nonIEEE(R4f.w, R1f.w); tempResultf = 1.0 / sqrt(R127f.z); R1f.w = tempResultf; PS0f = R1f.w; R2f.z = (texture(textureUnitPS4, R5f.xy).x); // 0 backupReg0f = R0f.z; PV0f.x = mul_nonIEEE(R1f.x, R1f.w); PV0f.y = mul_nonIEEE(R1f.y, R1f.w); PV0f.z = mul_nonIEEE(R1f.z, R1f.w); R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[2].w)) + -(intBitsToFloat(uf_remappedPS[2].y))); PV0f.w = R123f.w; R1f.x = mul_nonIEEE(backupReg0f, R4f.z); PS0f = R1f.x; // 1 tempf.x = dot(vec4(R6f.x,R6f.y,R6f.z,-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0)); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; PS1f = 1.0 / PV0f.w; // 2 PV0f.x = max(PV1f.x, -(PV1f.x)); PV0f.y = -(intBitsToFloat(uf_remappedPS[2].z)) * PS1f; R127f.z = mul_nonIEEE(R0f.w, R2f.w); R127f.z = clamp(R127f.z, 0.0, 1.0); R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R2f.z) + intBitsToFloat(uf_remappedPS[2].x)); PV0f.w = R123f.w; R127f.y = 1.0 / R3f.z; PS0f = R127f.y; // 3 R127f.x = (mul_nonIEEE(R5f.z,R9f.y) + R3f.w); PV1f.x = R127f.x; PV1f.z = -(PV0f.y) + PV0f.w; PV1f.w = PV0f.x + -(intBitsToFloat(uf_remappedPS[0].z)); PS1f = 1.0 / intBitsToFloat(uf_remappedPS[3].y); // 4 PV0f.x = PV1f.w * R127f.y; PV0f.x = clamp(PV0f.x, 0.0, 1.0); PV0f.y = PV1f.z * PS1f; PV0f.y = clamp(PV0f.y, 0.0, 1.0); PV0f.z = R8f.x + -(PV1f.x); // 5 backupReg0f = R127f.x; R127f.x = mul_nonIEEE(R127f.z, PV0f.y); R0f.y = (mul_nonIEEE(PV0f.z,R8f.w) + backupReg0f); R123f.z = (intBitsToFloat(0xc0000000) * PV0f.x + intBitsToFloat(0x40400000)); PV1f.z = R123f.z; PV1f.w = mul_nonIEEE(PV0f.x, PV0f.x); // 6 PV0f.y = mul_nonIEEE(PV1f.w, PV1f.z); // 7 PV1f.x = mul_nonIEEE(R127f.x, PV0f.y); // 8 PV0f.w = mul_nonIEEE(R3f.x, PV1f.x); // 9 backupReg0f = R7f.w; R7f.w = mul_nonIEEE(backupReg0f, PV0f.w); // 0 PV0f.x = -(R1f.x) + intBitsToFloat(uf_remappedPS[1].z); PV0f.y = -(R2f.y) + intBitsToFloat(uf_remappedPS[1].y); // 1 PV1f.x = -(R0f.y) + intBitsToFloat(uf_remappedPS[4].x); R127f.y = (mul_nonIEEE(PV0f.x,R9f.y) + R1f.x); PV1f.y = R127f.y; R127f.z = (mul_nonIEEE(PV0f.y,R9f.y) + R2f.y); PV1f.z = R127f.z; // 2 R7f.x = (mul_nonIEEE(PV1f.x,R9f.x) + R0f.y); PV0f.z = R8f.z + -(PV1f.y); PV0f.w = R8f.y + -(PV1f.z); // 3 R127f.x = (mul_nonIEEE(PV0f.w,R8f.w) + R127f.z); PV1f.x = R127f.x; R127f.w = (mul_nonIEEE(PV0f.z,R8f.w) + R127f.y); PV1f.w = R127f.w; // 4 PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[4].z); PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].y); // 5 R7f.y = (mul_nonIEEE(PV0f.y,R9f.x) + R127f.x); R7f.z = (mul_nonIEEE(PV0f.x,R9f.x) + R127f.w); // export if( ((vec4(R7f.x, R7f.y, R7f.z, R7f.w)).a > uf_alphaTestRef) == false) discard; passPixelColor0 = vec4(R7f.x * basefogred, R7f.y * basefoggreen, R7f.z * basefogblue, R7f.w * basefogopacity); // rgb and opacity }