#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 3c6c7691f6e2f2e4 // Stages // 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() { vec4 R0f = vec4(0.0); vec4 R1f = vec4(0.0); vec4 R2f = vec4(0.0); vec4 R3f = vec4(0.0); vec4 R123f = 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 = passParameterSem136; R2f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); R1f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw); R0f.xyz = (texture(textureUnitPS3, R0f.xy).xyz); // 0 PV0f.x = -(R2f.y) + R1f.y; PV0f.y = -(R2f.x) + R1f.x; PV0f.w = -(R2f.z) + R1f.z; R3f.w = 1.0; PS0f = R3f.w; // 1 R123f.x = (mul_nonIEEE(PV0f.w,R1f.w) + R2f.z); PV1f.x = R123f.x; R123f.y = (mul_nonIEEE(PV0f.x,R1f.w) + R2f.y); PV1f.y = R123f.y; R123f.z = (mul_nonIEEE(PV0f.y,R1f.w) + R2f.x); PV1f.z = R123f.z; // 2 (brightness modified here) R3f.xyz = vec3(R0f.x,R0f.y,R0f.z) + vec3(PV1f.z,PV1f.y,PV1f.x) * 1.6666666667; // export passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); }