181 lines
5.9 KiB
Plaintext
181 lines
5.9 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 29c30aaa023dc7e6 -- Ganons middle and bottom big swirl
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#define aurafog $aurafog
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#define aurared $aurared
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#define auragreen $auragreen
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#define aurablue $aurablue
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#define auraopacity $auraopacity
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#ifndef aurafog
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#define aurafog 1
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#endif
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#ifndef aurared
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#define aurared 1
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#endif
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#ifndef auragreen
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#define auragreen 1
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#endif
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#ifndef aurablue
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#define aurablue 1
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#endif
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#ifndef auraopacity
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#define auraopacity 1
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#endif
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uniform ivec4 uf_remappedPS[2];
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uniform float uf_alphaTestRef;
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20265000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x202df000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0
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layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1bf70000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 2) in vec4 passParameterSem4;
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layout(location = 3) in vec4 passParameterSem5;
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layout(location = 4) in vec4 passParameterSem7;
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layout(location = 5) in vec4 passParameterSem8;
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layout(location = 6) in vec4 passParameterSem9;
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layout(location = 7) in vec4 passParameterSem14;
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layout(location = 8) in vec4 passParameterSem15;
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layout(location = 9) in vec4 passParameterSem16;
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layout(location = 0) out vec4 passPixelColor0;
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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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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R7f = vec4(0.0);
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vec4 R8f = vec4(0.0);
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vec4 R9f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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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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R0f = passParameterSem0;
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R1f = passParameterSem1;
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R2f = passParameterSem4;
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R3f = passParameterSem5;
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R4f = passParameterSem7;
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R5f = passParameterSem8;
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R6f = passParameterSem9;
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R7f = passParameterSem14;
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R8f = passParameterSem15;
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R9f = passParameterSem16;
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R3f.xw = (texture(textureUnitPS0, R5f.xy).xw);
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// 0
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R123f.z = (R3f.w * 2.0 + -(1.0));
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PV0f.z = R123f.z;
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R123f.w = (R3f.x * 2.0 + -(1.0));
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PV0f.w = R123f.w;
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// 1
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PV1f.y = mul_nonIEEE(R2f.y, PV0f.w);
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PV1f.w = mul_nonIEEE(R3f.y, PV0f.z);
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// 2
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backupReg0f = R3f.z;
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backupReg0f = R3f.z;
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R3f.x = R5f.z + PV1f.y;
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R3f.y = R5f.w + PV1f.w;
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R3f.z = (mul_nonIEEE(backupReg0f,PV1f.y) + R6f.x);
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R3f.w = (mul_nonIEEE(backupReg0f,PV1f.w) + R6f.y);
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R3f.x = (texture(textureUnitPS1, R3f.xy).w);
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R5f.xw = (texture(textureUnitPS2, R3f.zw).xw); // how shiny ganons spirit
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// 0
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R127f.x = mul_nonIEEE(R5f.x, R5f.x);
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R123f.z = (mul_nonIEEE(R4f.w,R3f.x) + -(R0f.w));
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PV0f.z = R123f.z;
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R127f.w = mul_nonIEEE(R5f.w, R5f.w);
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// 1
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PV1f.y = mul_nonIEEE(R1f.w, PV0f.z);
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PV1f.y = clamp(PV1f.y, 0.0, 1.0);
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// 2
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backupReg0f = R127f.x;
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R127f.x = mul_nonIEEE(backupReg0f, PV1f.y);
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PV0f.y = PV1f.y;
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PV0f.y = clamp(PV0f.y, 0.0, 1.0);
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PV0f.w = mul_nonIEEE(R127f.w, PV1f.y);
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// 3
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R123f.x = (mul_nonIEEE(R0f.z,PV0f.w) + intBitsToFloat(0x3d23d70a));
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PV1f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R0f.y,PV0f.w) + intBitsToFloat(0x3c75c28f));
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PV1f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R0f.x,PV0f.w) + intBitsToFloat(0x3c75c28f));
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PV1f.z = R123f.z;
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PV1f.w = mul_nonIEEE(R2f.x, PV0f.y);
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// 4
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R127f.y = (mul_nonIEEE(R1f.z,R127f.x) + PV1f.x);
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PV0f.y = R127f.y;
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R127f.z = (mul_nonIEEE(R1f.y,R127f.x) + PV1f.y);
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PV0f.z = R127f.z;
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R127f.w = (mul_nonIEEE(R1f.x,R127f.x) + PV1f.z);
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PV0f.w = R127f.w;
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R1f.w = mul_nonIEEE(R7f.w, PV1f.w);
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PS0f = R1f.w;
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// 5
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PV1f.x = -(PV0f.y) + intBitsToFloat(uf_remappedPS[0].z);
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PV1f.y = -(PV0f.z) + intBitsToFloat(uf_remappedPS[0].y);
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PV1f.z = -(PV0f.w) + intBitsToFloat(uf_remappedPS[0].x);
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// 6
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backupReg0f = R127f.y;
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backupReg1f = R127f.z;
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backupReg2f = R127f.w;
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R127f.y = (mul_nonIEEE(PV1f.x,R9f.y) + backupReg0f);
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PV0f.y = R127f.y;
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R127f.z = (mul_nonIEEE(PV1f.y,R9f.y) + backupReg1f);
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PV0f.z = R127f.z;
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R127f.w = (mul_nonIEEE(PV1f.z,R9f.y) + backupReg2f);
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PV0f.w = R127f.w;
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// 7
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R8f = vec4(aurafog); // custom code to set fog to 0 ------------------------------<<<<
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PV1f.x = R8f.x + -(PV0f.w); // R8f looks like to be the fog
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PV1f.z = R8f.z + -(PV0f.y); // R8f looks like to be the fog
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PV1f.w = R8f.y + -(PV0f.z); // R8f looks like to be the fog
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// 8
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backupReg0f = R127f.y;
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R127f.x = (mul_nonIEEE(PV1f.w,R8f.w) + R127f.z);
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PV0f.x = R127f.x;
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R127f.y = (mul_nonIEEE(PV1f.x,R8f.w) + R127f.w);
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PV0f.y = R127f.y;
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R127f.w = (mul_nonIEEE(PV1f.z,R8f.w) + backupReg0f);
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PV0f.w = R127f.w;
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// 9
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PV1f.x = -(PV0f.w) + intBitsToFloat(uf_remappedPS[1].z); // blue rgb
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PV1f.y = -(PV0f.x) + intBitsToFloat(uf_remappedPS[1].y); // green rgb
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PV1f.z = -(PV0f.y) + intBitsToFloat(uf_remappedPS[1].x); // red rgb
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// 10
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R1f.x = (mul_nonIEEE(PV1f.z,R9f.x) + R127f.y); // red rgb
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R1f.y = (mul_nonIEEE(PV1f.y,R9f.x) + R127f.x); // green rgb
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R1f.z = (mul_nonIEEE(PV1f.x,R9f.x) + R127f.w); // blue rgb
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// export
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if( ((vec4(R1f.x, R1f.y, R1f.z, R1f.w)).a > uf_alphaTestRef) == false) discard;
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passPixelColor0 = vec4(R1f.x * aurared, R1f.y * auragreen, R1f.z * aurablue, R1f.w * auraopacity); // rgb color and opacity for the middle swirl effect
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}
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