#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 1adfa527e4ea7f40 // Silent Forest Zone 2 // 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 vec4 uf_fragCoordScale; }; #else uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3; layout(location = 0) in vec4 passParameterSem136; 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 R123i = ivec4(0); ivec4 R126i = 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(passParameterSem136); R1i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyzw); R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyz); R0i.xyz = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R0i.xy)).xyz); // 0 PV0i.x = floatBitsToInt(intBitsToFloat(R1i.w) + -(intBitsToFloat(0x3f7efeff))); R127i.y = ((intBitsToFloat(R1i.w) > intBitsToFloat(0x3f7efeff))?int(0xFFFFFFFF):int(0x0)); R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.x)) + intBitsToFloat(R1i.x)); R127i.w = floatBitsToInt(-(intBitsToFloat(R2i.y)) + intBitsToFloat(R1i.y)); R126i.w = floatBitsToInt(-(intBitsToFloat(R2i.z)) + intBitsToFloat(R1i.z)); PS0i = R126i.w; // 1 R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x437f0000) + 1.0)); PV1i.w = R123i.w; R3i.w = 0x3f800000; PS1i = R3i.w; // 2 R123i.z = ((R127i.y == 0)?(R1i.w):(PV1i.w)); PV0i.z = R123i.z; // 3 R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(PV0i.z)) + intBitsToFloat(R2i.z))); PV1i.x = R123i.x; R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.w),intBitsToFloat(PV0i.z)) + intBitsToFloat(R2i.y))); PV1i.y = R123i.y; R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(PV0i.z)) + intBitsToFloat(R2i.x))); PV1i.z = R123i.z; // 4 R3i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.z)) + vec3(intBitsToFloat(PV1i.z),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.x))); // export (brightness modified here) passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)) * 1.6666666667; }