92 lines
3.1 KiB
Plaintext
92 lines
3.1 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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#extension GL_ARB_shading_language_packing : enable
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// shader 314b7734df06371b -- Vertex Shader for Water/Magma and etc, one of the 3 vertex shaders involved with cel-shade removal
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler273 ClampX/Y/Z: 0 0 0 border: 0
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem0;
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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 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R127i = ivec4(0);
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uvec4 attrDecoder;
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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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
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// 0
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backupReg0i = R1i.x;
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backupReg1i = R1i.y;
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R1i.x = backupReg0i;
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R1i.x = floatBitsToInt(intBitsToFloat(R1i.x) * 2.0);
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R1i.y = backupReg1i;
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R1i.y = floatBitsToInt(intBitsToFloat(R1i.y) * 2.0);
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R1i.z = 0x3f800000;
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R0i.w = 0;
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R3i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x437f0000));
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PS0i = R3i.z;
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R0i.xy = ivec4(textureSize(textureUnitVS0, 0),1,1).xy;
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// export
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gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z));
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// 0
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R127i.z = floatBitsToInt(float(R0i.x));
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PS0i = R127i.z;
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// 1
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R127i.y = floatBitsToInt(float(R0i.y));
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PS1i = R127i.y;
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// 2
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PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.z));
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// 3
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R3i.x = floatBitsToInt((-(intBitsToFloat(PS0i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.x)));
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PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.y));
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// 4
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R3i.y = floatBitsToInt((-(intBitsToFloat(PS1i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.y)));
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// export
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passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), 4.0);
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}
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