#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 2f7ecb9f0022d8ca -- Pixel shader for Links Cel Shading World & Menu - Texture format 0x005d #define mode $mode layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; uniform vec2 uf_fragCoordScale; 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 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(passParameterSem0); // comes from 3 vertex shaders, one of them handles the lighting that glitches the sky(314b77349f0636db), so lets exclude it if (passParameterSem0.w == 4.0) { R0i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x); // 0 PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(0x437f0000)); R127i.y = int(uint(intBitsToFloat(R0i.z))); PS0i = R127i.y; // 1 if ( mode > 1) // if mode is greater than 1 then run our own code { // very interesting - Replace PS1i(which is integer) with any of these numbers, there are like 4 diff modes that repeat through diff integers, [4,6,7,8,10,11] [-5 -9 -10 -12 -18 -19 -25 -26 -28 -34 -40 -41 -42] PS1i = int(mode); } else { PS1i = int(uint(intBitsToFloat(PV0i.x))); // orignal code } // 2 PV0i.z = R127i.y & PS1i; // 3 PS1i = floatBitsToInt(float(uint(PV0i.z))); // 4 R0i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3b808081)); } else { R0i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x); // 0 PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(0x437f0000)); R127i.y = int(uint(intBitsToFloat(R0i.z))); PS0i = R127i.y; // 1 PS1i = int(uint(intBitsToFloat(PV0i.x))); // orignal code // 2 PV0i.z = R127i.y & PS1i; // 3 PS1i = floatBitsToInt(float(uint(PV0i.z))); // 4 R0i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3b808081)); } // export gl_FragDepth = vec4(intBitsToFloat(R0i.x), 0, 0, 0).x; }