#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #define gl_VertexID gl_VertexIndex #define gl_InstanceID gl_InstanceIndex #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 SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif // This shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. // shader 62ef961567454ba5 // Used for: Removes the border at the top. #ifdef VULKAN layout(set = 0, binding = 0) uniform ufBlock { uniform ivec4 uf_uniformRegisterVS[256]; uniform vec2 uf_windowSpaceToClipSpaceTransform; }; #else uniform ivec4 uf_uniformRegisterVS[256]; uniform vec2 uf_windowSpaceToClipSpaceTransform; #endif out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; 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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} void main() { ivec4 R0i = ivec4(0); ivec4 R127i = ivec4(0); uvec4 attrDecoder; 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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID); // 0 R127i.x = floatBitsToInt(float(R0i.x)); PS0i = R127i.x; // 1 tempResultf = intBitsToFloat(PS0i); tempResultf = floor(tempResultf); tempResultf = clamp(tempResultf, -256.0, 255.0); ARi.x = int(tempResultf); PV1i.x = floatBitsToInt(tempResultf); // 2 R0i.xyz = ivec3(uf_uniformRegisterVS[ARi.x+0].x,uf_uniformRegisterVS[ARi.x+0].y,uf_uniformRegisterVS[ARi.x+0].z); R0i.w = uf_uniformRegisterVS[ARi.x+0].w; // export vec4 finalPos = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); finalPos.xy = finalPos.xy /* * uf_windowSpaceToClipSpaceTransform */- vec2(1.0,1.0); gl_Position = SET_POSITION(finalPos); // skipped export to semanticId 255 }