91 lines
2.7 KiB
Plaintext
91 lines
2.7 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 2f7ecb9f0022d8ca -- Pixel shader for Links Cel Shading World & Menu - Texture format 0x005d
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#define mode $mode
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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
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layout(location = 0) in vec4 passParameterSem0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem0); // comes from 3 vertex shaders, one of them handles the lighting that glitches the sky(314b77349f0636db), so lets exclude it
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if (passParameterSem0.w == 4.0)
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{
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R0i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
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// 0
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PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(0x437f0000));
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R127i.y = int(uint(intBitsToFloat(R0i.z)));
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PS0i = R127i.y;
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// 1
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if ( mode > 1) // if mode is greater than 1 then run our own code
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{
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// 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]
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PS1i = int(mode);
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}
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else
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{
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PS1i = int(uint(intBitsToFloat(PV0i.x))); // orignal code
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}
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// 2
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PV0i.z = R127i.y & PS1i;
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// 3
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PS1i = floatBitsToInt(float(uint(PV0i.z)));
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// 4
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R0i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3b808081));
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}
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else
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{
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R0i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
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// 0
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PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(0x437f0000));
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R127i.y = int(uint(intBitsToFloat(R0i.z)));
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PS0i = R127i.y;
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// 1
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PS1i = int(uint(intBitsToFloat(PV0i.x))); // orignal code
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// 2
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PV0i.z = R127i.y & PS1i;
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// 3
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PS1i = floatBitsToInt(float(uint(PV0i.z)));
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// 4
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R0i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3b808081));
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}
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// export
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gl_FragDepth = vec4(intBitsToFloat(R0i.x), 0, 0, 0).x;
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}
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