mirror of
https://github.com/weihuoya/citra.git
synced 2026-01-25 04:18:23 +00:00
49379 lines
1.6 MiB
49379 lines
1.6 MiB
// shader: 8B31, AD35AAAFFE2E55A4
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#define mul_s(x, y) mix(x * y, vec4(0.0), isnan(x * y))
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#define fma_s(x, y, z) (mix(x * y, vec4(0.0), isnan(x * y)) + z)
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float rcp_s(float x) {
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if (x == 0.0) return x;
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return 1.0 / x;
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}
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float rsq_s(float x) {
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if (x > 0.0) return inversesqrt(x);
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return 0.0;
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}
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#define dot_s(x, y) dot(x, y)
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#define dot_3(x, y) dot(x, y)
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struct pica_uniforms {
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bool b[16];
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uvec4 i[4];
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vec4 f[96];
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};
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bool exec_shader();
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#define uniforms vs_uniforms
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layout (std140) uniform vs_config {
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pica_uniforms uniforms;
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};
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layout(location = 0) in vec4 vs_in_reg0;
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out vec4 vs_out_attr0;
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out vec4 vs_out_attr1;
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out vec4 vs_out_attr2;
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out vec4 vs_out_attr3;
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out vec4 vs_out_attr4;
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void main() {
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vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
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vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
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vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0);
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vs_out_attr3 = vec4(0.0, 0.0, 0.0, 1.0);
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vs_out_attr4 = vec4(0.0, 0.0, 0.0, 1.0);
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exec_shader();
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}
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bvec2 conditional_code = bvec2(false);
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ivec3 address_registers = ivec3(0);
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vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
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bool sub_0();
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bool sub_1();
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bool sub_2();
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bool sub_3();
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bool sub_4();
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bool sub_5();
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bool sub_6();
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bool sub_7();
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bool sub_8();
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bool sub_9();
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bool sub_10();
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bool sub_11();
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bool sub_12();
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bool sub_13();
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bool sub_14();
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bool sub_15();
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bool sub_16();
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bool sub_17();
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bool sub_18();
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bool sub_19();
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bool sub_20();
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bool exec_shader() {
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sub_0();
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return true;
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}
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bool sub_0() {
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address_registers.x = (ivec2(vs_in_reg0.xy)).x;
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reg_tmp0 = uniforms.f[6 + address_registers.x].wzyx;
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reg_tmp1.xy = (vs_in_reg0.zwzw).xy;
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reg_tmp1.zw = (uniforms.f[5].xyxy).zw;
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address_registers.xy = ivec2(reg_tmp0.xy);
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reg_tmp2.xw = (uniforms.f[64 + address_registers.y].wwyy).xw;
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reg_tmp2.yz = (uniforms.f[5].xxxx).yz;
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reg_tmp4.x = dot_s(reg_tmp1, reg_tmp2);
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reg_tmp2.yw = (uniforms.f[64 + address_registers.y].zzxx).yw;
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reg_tmp2.xz = (uniforms.f[5].xxxx).xz;
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reg_tmp4.y = dot_s(reg_tmp1, reg_tmp2);
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reg_tmp4.zw = (reg_tmp1.zwzw).zw;
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reg_tmp3.x = dot_s(uniforms.f[32 + address_registers.x].wzyx, reg_tmp4);
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reg_tmp3.y = dot_s(uniforms.f[33 + address_registers.x].wzyx, reg_tmp4);
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reg_tmp3.z = dot_s(uniforms.f[34 + address_registers.x].wzyx, reg_tmp4);
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reg_tmp3.w = (reg_tmp1.wwww).w;
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reg_tmp4.z = (uniforms.f[34 + address_registers.x].xxxx).z;
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reg_tmp4.z = (abs(reg_tmp4.zzzz)).z;
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reg_tmp4.z = (uniforms.f[4].yyyy + reg_tmp4.zzzz).z;
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reg_tmp4.x = (uniforms.f[4].wwww).x;
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conditional_code = notEqual(uniforms.f[5].xx, reg_tmp4.xz);
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if (all(conditional_code)) {
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sub_1();
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}
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vs_out_attr0.x = dot_s(uniforms.f[0].wzyx, reg_tmp3);
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vs_out_attr0.y = dot_s(uniforms.f[1].wzyx, reg_tmp3);
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vs_out_attr0.z = dot_s(uniforms.f[2].wzyx, reg_tmp3);
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vs_out_attr0.w = dot_s(uniforms.f[3].wzyx, reg_tmp3);
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conditional_code = greaterThanEqual(uniforms.f[5].yy, reg_tmp0.ww);
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if (all(conditional_code)) {
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sub_2();
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} else {
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sub_3();
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}
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conditional_code = notEqual(uniforms.f[5].xx, reg_tmp1.xy);
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if (all(not(conditional_code))) {
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sub_8();
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}
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if (all(bvec2(conditional_code.x, !conditional_code.y))) {
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sub_9();
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}
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if (all(bvec2(!conditional_code.x, conditional_code.y))) {
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sub_10();
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}
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if (all(conditional_code)) {
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sub_11();
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}
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reg_tmp8 = uniforms.f[5].xxxx;
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address_registers.z = int(uniforms.i[0].y);
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for (uint loop64 = 0u; loop64 <= uniforms.i[0].x; address_registers.z += int(uniforms.i[0].z), ++loop64) {
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sub_12();
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}
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vs_out_attr2 = reg_tmp5;
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vs_out_attr3 = reg_tmp6;
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vs_out_attr4 = reg_tmp7;
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return true;
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}
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bool sub_1() {
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reg_tmp4.x = (uniforms.f[4].wwww).x;
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reg_tmp4.y = (-uniforms.f[4].zzzz + reg_tmp4.zzzz).y;
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reg_tmp4.z = rcp_s(reg_tmp4.z);
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reg_tmp4.z = (mul_s(reg_tmp4.yyyy, reg_tmp4.zzzz)).z;
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reg_tmp3.x = (fma_s(reg_tmp4.xxxx, reg_tmp4.zzzz, reg_tmp3.xxxx)).x;
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return false;
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}
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bool sub_2() {
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vs_out_attr1.xyz = (uniforms.f[5].yyyy).xyz;
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vs_out_attr1.w = (reg_tmp0.wwww).w;
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return false;
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}
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bool sub_3() {
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address_registers.y = (ivec2(reg_tmp0.ww)).y;
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conditional_code = notEqual(uniforms.f[5].xx, reg_tmp1.xy);
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if (all(not(conditional_code))) {
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sub_4();
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}
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if (all(bvec2(conditional_code.x, !conditional_code.y))) {
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sub_5();
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}
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if (all(bvec2(!conditional_code.x, conditional_code.y))) {
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sub_6();
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}
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if (all(conditional_code)) {
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sub_7();
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}
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return false;
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}
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bool sub_4() {
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vs_out_attr1 = uniforms.f[32 + address_registers.y].wzyx;
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return false;
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}
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bool sub_5() {
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vs_out_attr1 = uniforms.f[33 + address_registers.y].wzyx;
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return false;
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}
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bool sub_6() {
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vs_out_attr1 = uniforms.f[34 + address_registers.y].wzyx;
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return false;
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}
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bool sub_7() {
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vs_out_attr1 = uniforms.f[35 + address_registers.y].wzyx;
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return false;
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}
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bool sub_8() {
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reg_tmp5 = uniforms.f[5].xyyy;
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reg_tmp6 = uniforms.f[5].xyyy;
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reg_tmp7 = uniforms.f[5].xyyy;
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return false;
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}
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bool sub_9() {
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reg_tmp5 = uniforms.f[5].yyyy;
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reg_tmp6 = uniforms.f[5].yyyy;
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reg_tmp7 = uniforms.f[5].yyyy;
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return false;
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}
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bool sub_10() {
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reg_tmp5 = uniforms.f[5].xxyy;
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reg_tmp6 = uniforms.f[5].xxyy;
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reg_tmp7 = uniforms.f[5].xxyy;
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return false;
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}
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bool sub_11() {
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reg_tmp5 = uniforms.f[5].yxyy;
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reg_tmp6 = uniforms.f[5].yxyy;
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reg_tmp7 = uniforms.f[5].yxyy;
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return false;
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}
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bool sub_12() {
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conditional_code = equal(uniforms.f[5].yy, reg_tmp8.xy);
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if (all(conditional_code)) {
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sub_13();
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}
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conditional_code = lessThan(uniforms.f[5].ww, reg_tmp8.xy);
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if (all(conditional_code)) {
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sub_18();
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}
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reg_tmp8 = uniforms.f[5].yyyy + reg_tmp8;
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return false;
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}
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bool sub_13() {
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address_registers.y = (ivec2(reg_tmp0.zz)).y;
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conditional_code = notEqual(uniforms.f[5].xx, reg_tmp1.xy);
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if (all(not(conditional_code))) {
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sub_14();
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}
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if (all(bvec2(conditional_code.x, !conditional_code.y))) {
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sub_15();
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}
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if (all(bvec2(!conditional_code.x, conditional_code.y))) {
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sub_16();
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}
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if (all(conditional_code)) {
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sub_17();
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}
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return false;
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}
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bool sub_14() {
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reg_tmp5.xy = (uniforms.f[64 + address_registers.y].wzzz).xy;
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reg_tmp6.xy = (uniforms.f[65 + address_registers.y].wzzz).xy;
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reg_tmp7.xy = (uniforms.f[66 + address_registers.y].wzzz).xy;
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return false;
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}
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bool sub_15() {
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reg_tmp5.xy = (uniforms.f[64 + address_registers.y].yzzz).xy;
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reg_tmp6.xy = (uniforms.f[65 + address_registers.y].yzzz).xy;
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reg_tmp7.xy = (uniforms.f[66 + address_registers.y].yzzz).xy;
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return false;
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}
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bool sub_16() {
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reg_tmp5.xy = (uniforms.f[64 + address_registers.y].wxxx).xy;
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reg_tmp6.xy = (uniforms.f[65 + address_registers.y].wxxx).xy;
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reg_tmp7.xy = (uniforms.f[66 + address_registers.y].wxxx).xy;
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return false;
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}
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bool sub_17() {
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reg_tmp5.xy = (uniforms.f[64 + address_registers.y].yxxx).xy;
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reg_tmp6.xy = (uniforms.f[65 + address_registers.y].yxxx).xy;
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reg_tmp7.xy = (uniforms.f[66 + address_registers.y].yxxx).xy;
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return false;
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}
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bool sub_18() {
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conditional_code = notEqual(uniforms.f[5].xx, reg_tmp1.xy);
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if (all(bvec2(conditional_code.x, !conditional_code.y))) {
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sub_19();
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}
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if (all(bvec2(!conditional_code.x, conditional_code.y))) {
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sub_20();
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}
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return false;
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}
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bool sub_19() {
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reg_tmp5.xy = (uniforms.f[67 + address_registers.y].yxxx).xy;
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reg_tmp6.xy = (uniforms.f[68 + address_registers.y].yxxx).xy;
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reg_tmp7.xy = (uniforms.f[69 + address_registers.y].yxxx).xy;
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return false;
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}
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bool sub_20() {
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reg_tmp5.xy = (uniforms.f[67 + address_registers.y].wzzz).xy;
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reg_tmp6.xy = (uniforms.f[68 + address_registers.y].wzzz).xy;
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reg_tmp7.xy = (uniforms.f[69 + address_registers.y].wzzz).xy;
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return false;
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}
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// reference: FDD61A83E59F75D4, AD35AAAFFE2E55A4
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// shader: 8DD9, 1C4CBC8096EA16CD
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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out vec4 primary_color;
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out vec2 texcoord0;
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out vec2 texcoord1;
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out vec2 texcoord2;
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out float texcoord0_w;
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out vec4 normquat;
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out vec3 view;
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#define NUM_TEV_STAGES 6
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layout (std140) uniform shader_data {
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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float shadow_bias_constant;
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float shadow_bias_linear;
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int scissor_x1;
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int scissor_y1;
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int scissor_x2;
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int scissor_y2;
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int fog_lut_offset;
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int proctex_noise_lut_offset;
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int proctex_color_map_offset;
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int proctex_alpha_map_offset;
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int proctex_lut_offset;
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int proctex_diff_lut_offset;
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float proctex_bias;
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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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vec2 proctex_noise_p;
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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vec4 clip_coef;
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};
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in vec4 vs_out_attr0[];
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in vec4 vs_out_attr1[];
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in vec4 vs_out_attr2[];
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in vec4 vs_out_attr3[];
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in vec4 vs_out_attr4[];
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struct Vertex {
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vec4 attributes[5];
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};
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vec4 GetVertexQuaternion(Vertex vtx) {
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return vec4(0.0, 0.0, 0.0, 0.0);
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}
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void EmitVtx(Vertex vtx, bool quats_opposite) {
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vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
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gl_Position = vtx_pos;
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#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
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gl_ClipDistance[0] = -vtx_pos.z;
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gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
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#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
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vec4 vtx_quat = GetVertexQuaternion(vtx);
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normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
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vec4 vtx_color = vec4(vtx.attributes[1].x, vtx.attributes[1].y, vtx.attributes[1].z, vtx.attributes[1].w);
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primary_color = min(abs(vtx_color), vec4(1.0));
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texcoord0 = vec2(vtx.attributes[2].x, vtx.attributes[2].y);
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texcoord1 = vec2(vtx.attributes[3].x, vtx.attributes[3].y);
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texcoord0_w = 0.0;
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view = vec3(0.0, 0.0, 0.0);
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texcoord2 = vec2(vtx.attributes[4].x, vtx.attributes[4].y);
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EmitVertex();
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}
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bool AreQuaternionsOpposite(vec4 qa, vec4 qb) {
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return (dot(qa, qb) < 0.0);
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}
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void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) {
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EmitVtx(vtx0, false);
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EmitVtx(vtx1, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx1)));
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EmitVtx(vtx2, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx2)));
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EndPrimitive();
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}
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void main() {
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Vertex prim_buffer[3];
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prim_buffer[0].attributes = vec4[5](vs_out_attr0[0], vs_out_attr1[0], vs_out_attr2[0], vs_out_attr3[0], vs_out_attr4[0]);
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prim_buffer[1].attributes = vec4[5](vs_out_attr0[1], vs_out_attr1[1], vs_out_attr2[1], vs_out_attr3[1], vs_out_attr4[1]);
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prim_buffer[2].attributes = vec4[5](vs_out_attr0[2], vs_out_attr1[2], vs_out_attr2[2], vs_out_attr3[2], vs_out_attr4[2]);
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EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);
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}
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// reference: 5DAD5699F59B3586, 1C4CBC8096EA16CD
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// shader: 8B30, 9C302ADDBDDBB6DC
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in vec4 primary_color;
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in vec2 texcoord0;
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in vec2 texcoord1;
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in vec2 texcoord2;
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in float texcoord0_w;
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in vec4 normquat;
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in vec3 view;
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#ifndef CITRA_GLES
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in vec4 gl_FragCoord;
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#endif // CITRA_GLES
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out vec4 color;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform samplerCube tex_cube;
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uniform samplerBuffer texture_buffer_lut_lf;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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#define NUM_TEV_STAGES 6
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layout (std140) uniform shader_data {
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: C5139A04BBA2AA7E, 9C302ADDBDDBB6DC
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 9C302ADDBDDBB6DC
|
|
// reference: B382E5C3666A13A6, AD35AAAFFE2E55A4
|
|
// shader: 8B30, 8D4908EF48C9342F
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 0A8B7EFB3A5DBCC4, 8D4908EF48C9342F
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 8D4908EF48C9342F
|
|
// shader: 8B30, D74AD7F05C3A7377
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 79F990AA3A5DBCC4, D74AD7F05C3A7377
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D74AD7F05C3A7377
|
|
// shader: 8B31, 6083E0861A876FA3
|
|
|
|
#define mul_s(x, y) mix(x * y, vec4(0.0), isnan(x * y))
|
|
#define fma_s(x, y, z) (mix(x * y, vec4(0.0), isnan(x * y)) + z)
|
|
float rcp_s(float x) {
|
|
if (x == 0.0) return x;
|
|
return 1.0 / x;
|
|
}
|
|
float rsq_s(float x) {
|
|
if (x > 0.0) return inversesqrt(x);
|
|
return 0.0;
|
|
}
|
|
#define dot_s(x, y) dot(x, y)
|
|
#define dot_3(x, y) dot(x, y)
|
|
|
|
struct pica_uniforms {
|
|
bool b[16];
|
|
uvec4 i[4];
|
|
vec4 f[96];
|
|
};
|
|
|
|
bool exec_shader();
|
|
|
|
#define uniforms vs_uniforms
|
|
layout (std140) uniform vs_config {
|
|
pica_uniforms uniforms;
|
|
};
|
|
layout(location = 0) in vec4 vs_in_reg0;
|
|
layout(location = 1) in vec4 vs_in_reg1;
|
|
layout(location = 2) in vec4 vs_in_reg2;
|
|
layout(location = 3) in vec4 vs_in_reg3;
|
|
layout(location = 4) in vec4 vs_in_reg4;
|
|
layout(location = 5) in vec4 vs_in_reg5;
|
|
layout(location = 6) in vec4 vs_in_reg6;
|
|
layout(location = 7) in vec4 vs_in_reg7;
|
|
layout(location = 8) in vec4 vs_in_reg8;
|
|
|
|
out vec4 vs_out_attr0;
|
|
out vec4 vs_out_attr1;
|
|
out vec4 vs_out_attr2;
|
|
out vec4 vs_out_attr3;
|
|
out vec4 vs_out_attr4;
|
|
|
|
void main() {
|
|
vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr3 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr4 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
exec_shader();
|
|
}
|
|
bvec2 conditional_code = bvec2(false);
|
|
ivec3 address_registers = ivec3(0);
|
|
vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
bool sub_21();
|
|
bool sub_4();
|
|
bool sub_9();
|
|
bool sub_1();
|
|
bool sub_2();
|
|
bool sub_3();
|
|
bool sub_5();
|
|
bool sub_7();
|
|
bool sub_8();
|
|
bool sub_10();
|
|
bool sub_20();
|
|
bool sub_22();
|
|
bool sub_23();
|
|
bool sub_24();
|
|
bool sub_25();
|
|
bool sub_26();
|
|
bool sub_27();
|
|
bool sub_28();
|
|
bool sub_29();
|
|
bool sub_6();
|
|
bool sub_11();
|
|
bool sub_12();
|
|
bool sub_13();
|
|
bool sub_14();
|
|
bool sub_15();
|
|
bool sub_16();
|
|
bool sub_17();
|
|
bool sub_18();
|
|
bool sub_19();
|
|
bool sub_32();
|
|
bool sub_33();
|
|
bool sub_39();
|
|
bool sub_40();
|
|
bool sub_41();
|
|
bool sub_42();
|
|
bool sub_44();
|
|
bool sub_34();
|
|
bool sub_35();
|
|
bool sub_36();
|
|
bool sub_37();
|
|
bool sub_38();
|
|
bool sub_43();
|
|
bool sub_45();
|
|
bool sub_0();
|
|
bool sub_30();
|
|
bool sub_31();
|
|
|
|
bool exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_21() {
|
|
address_registers.x = (ivec2(reg_tmp1.xx)).x;
|
|
reg_tmp3.x = dot_s(uniforms.f[25 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.y = dot_s(uniforms.f[26 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.z = dot_s(uniforms.f[27 + address_registers.x], reg_tmp15);
|
|
reg_tmp7 = fma_s(reg_tmp1.wwww, reg_tmp3, reg_tmp7);
|
|
return false;
|
|
}
|
|
bool sub_4() {
|
|
address_registers.x = (ivec2(reg_tmp1.xx)).x;
|
|
reg_tmp3.x = dot_s(uniforms.f[25 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.y = dot_s(uniforms.f[26 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.z = dot_s(uniforms.f[27 + address_registers.x], reg_tmp15);
|
|
reg_tmp4.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp4.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp4.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp7 = fma_s(reg_tmp1.wwww, reg_tmp3, reg_tmp7);
|
|
reg_tmp12 = fma_s(reg_tmp1.wwww, reg_tmp4, reg_tmp12);
|
|
return false;
|
|
}
|
|
bool sub_9() {
|
|
address_registers.x = (ivec2(reg_tmp1.xx)).x;
|
|
reg_tmp3.x = dot_s(uniforms.f[25 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.y = dot_s(uniforms.f[26 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.z = dot_s(uniforms.f[27 + address_registers.x], reg_tmp15);
|
|
reg_tmp4.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp4.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp4.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp5.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp5.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp5.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp7 = fma_s(reg_tmp1.wwww, reg_tmp3, reg_tmp7);
|
|
reg_tmp12 = fma_s(reg_tmp1.wwww, reg_tmp4, reg_tmp12);
|
|
reg_tmp11 = fma_s(reg_tmp1.wwww, reg_tmp5, reg_tmp11);
|
|
return false;
|
|
}
|
|
bool sub_1() {
|
|
reg_tmp15.xyz = (mul_s(uniforms.f[7].xxxx, vs_in_reg0)).xyz;
|
|
reg_tmp14.xyz = (mul_s(uniforms.f[7].yyyy, vs_in_reg1)).xyz;
|
|
reg_tmp13.xyz = (mul_s(uniforms.f[7].zzzz, vs_in_reg2)).xyz;
|
|
reg_tmp15.xyz = (uniforms.f[6] + reg_tmp15).xyz;
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
if (uniforms.b[1]) {
|
|
sub_2();
|
|
} else {
|
|
sub_23();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_2() {
|
|
reg_tmp0 = uniforms.f[7];
|
|
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.yz);
|
|
reg_tmp7 = uniforms.f[93].xxxx;
|
|
reg_tmp12 = uniforms.f[93].xxxx;
|
|
reg_tmp11 = uniforms.f[93].xxxx;
|
|
reg_tmp2 = mul_s(uniforms.f[93].wwww, vs_in_reg7);
|
|
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
|
|
sub_3();
|
|
} else {
|
|
sub_7();
|
|
}
|
|
vs_out_attr2 = -reg_tmp15;
|
|
vs_out_attr0.x = dot_s(uniforms.f[86], reg_tmp15);
|
|
vs_out_attr0.y = dot_s(uniforms.f[87], reg_tmp15);
|
|
vs_out_attr0.z = dot_s(uniforms.f[88], reg_tmp15);
|
|
vs_out_attr0.w = dot_s(uniforms.f[89], reg_tmp15);
|
|
return false;
|
|
}
|
|
bool sub_3() {
|
|
conditional_code = notEqual(uniforms.f[93].xx, vs_in_reg8.zw);
|
|
reg_tmp1.xy = (reg_tmp2.xxxx).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.xxxx)).w;
|
|
{
|
|
sub_4();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
|
|
{
|
|
sub_4();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.zzzz).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.zzzz)).w;
|
|
if (conditional_code.x) {
|
|
sub_4();
|
|
}
|
|
if (uniforms.b[8]) {
|
|
sub_5();
|
|
}
|
|
reg_tmp7.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp10.x = dot_s(uniforms.f[0], reg_tmp7);
|
|
reg_tmp10.y = dot_s(uniforms.f[1], reg_tmp7);
|
|
reg_tmp10.z = dot_s(uniforms.f[2], reg_tmp7);
|
|
reg_tmp10.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp14.x = dot_3(uniforms.f[3].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.y = dot_3(uniforms.f[4].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.z = dot_3(uniforms.f[5].xyz, reg_tmp12.xyz);
|
|
{
|
|
sub_6();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_5() {
|
|
reg_tmp1.xy = (reg_tmp2.wwww).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.wwww)).w;
|
|
if (conditional_code.y) {
|
|
sub_4();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_7() {
|
|
if (all(conditional_code)) {
|
|
sub_8();
|
|
} else {
|
|
sub_20();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_8() {
|
|
conditional_code = notEqual(uniforms.f[93].xx, vs_in_reg8.zw);
|
|
reg_tmp1.xy = (reg_tmp2.xxxx).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.xxxx)).w;
|
|
{
|
|
sub_9();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
|
|
{
|
|
sub_9();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.zzzz).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.zzzz)).w;
|
|
if (conditional_code.x) {
|
|
sub_9();
|
|
}
|
|
if (uniforms.b[8]) {
|
|
sub_10();
|
|
}
|
|
reg_tmp7.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp10.x = dot_s(uniforms.f[0], reg_tmp7);
|
|
reg_tmp10.y = dot_s(uniforms.f[1], reg_tmp7);
|
|
reg_tmp10.z = dot_s(uniforms.f[2], reg_tmp7);
|
|
reg_tmp10.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp13.x = dot_3(uniforms.f[3].xyz, reg_tmp11.xyz);
|
|
reg_tmp13.y = dot_3(uniforms.f[4].xyz, reg_tmp11.xyz);
|
|
reg_tmp13.z = dot_3(uniforms.f[5].xyz, reg_tmp11.xyz);
|
|
reg_tmp14.x = dot_3(uniforms.f[3].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.y = dot_3(uniforms.f[4].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.z = dot_3(uniforms.f[5].xyz, reg_tmp12.xyz);
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
{
|
|
sub_11();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_10() {
|
|
reg_tmp1.xy = (reg_tmp2.wwww).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.wwww)).w;
|
|
if (conditional_code.y) {
|
|
sub_9();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_20() {
|
|
conditional_code = notEqual(uniforms.f[93].xx, vs_in_reg8.zw);
|
|
reg_tmp1.xy = (reg_tmp2.xxxx).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.xxxx)).w;
|
|
{
|
|
sub_21();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
|
|
{
|
|
sub_21();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.zzzz).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.zzzz)).w;
|
|
if (conditional_code.x) {
|
|
sub_21();
|
|
}
|
|
if (uniforms.b[8]) {
|
|
sub_22();
|
|
}
|
|
reg_tmp7.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp10.x = dot_s(uniforms.f[0], reg_tmp7);
|
|
reg_tmp10.y = dot_s(uniforms.f[1], reg_tmp7);
|
|
reg_tmp10.z = dot_s(uniforms.f[2], reg_tmp7);
|
|
reg_tmp10.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
vs_out_attr1 = uniforms.f[93].xxxx;
|
|
return false;
|
|
}
|
|
bool sub_22() {
|
|
reg_tmp1.xy = (reg_tmp2.wwww).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.wwww)).w;
|
|
if (conditional_code.y) {
|
|
sub_21();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_23() {
|
|
reg_tmp0 = uniforms.f[7];
|
|
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.yz);
|
|
if (uniforms.b[2]) {
|
|
sub_24();
|
|
} else {
|
|
sub_25();
|
|
}
|
|
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
|
|
sub_26();
|
|
} else {
|
|
sub_27();
|
|
}
|
|
vs_out_attr2 = -reg_tmp15;
|
|
vs_out_attr0.x = dot_s(uniforms.f[86], reg_tmp15);
|
|
vs_out_attr0.y = dot_s(uniforms.f[87], reg_tmp15);
|
|
vs_out_attr0.z = dot_s(uniforms.f[88], reg_tmp15);
|
|
vs_out_attr0.w = dot_s(uniforms.f[89], reg_tmp15);
|
|
return false;
|
|
}
|
|
bool sub_24() {
|
|
reg_tmp1.x = (mul_s(uniforms.f[93].wwww, vs_in_reg7.xxxx)).x;
|
|
address_registers.x = (ivec2(reg_tmp1.xx)).x;
|
|
reg_tmp7.x = dot_s(uniforms.f[25 + address_registers.x], reg_tmp15);
|
|
reg_tmp7.y = dot_s(uniforms.f[26 + address_registers.x], reg_tmp15);
|
|
reg_tmp7.z = dot_s(uniforms.f[27 + address_registers.x], reg_tmp15);
|
|
reg_tmp7.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp10.x = dot_s(uniforms.f[0], reg_tmp7);
|
|
reg_tmp10.y = dot_s(uniforms.f[1], reg_tmp7);
|
|
reg_tmp10.z = dot_s(uniforms.f[2], reg_tmp7);
|
|
reg_tmp10.w = (uniforms.f[93].yyyy).w;
|
|
return false;
|
|
}
|
|
bool sub_25() {
|
|
address_registers.x = (ivec2(uniforms.f[93].xx)).x;
|
|
reg_tmp10.x = dot_s(uniforms.f[25], reg_tmp15);
|
|
reg_tmp10.y = dot_s(uniforms.f[26], reg_tmp15);
|
|
reg_tmp10.z = dot_s(uniforms.f[27], reg_tmp15);
|
|
reg_tmp10.w = (uniforms.f[93].yyyy).w;
|
|
return false;
|
|
}
|
|
bool sub_26() {
|
|
reg_tmp12.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp12.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp12.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp14.x = dot_3(uniforms.f[3].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.y = dot_3(uniforms.f[4].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.z = dot_3(uniforms.f[5].xyz, reg_tmp12.xyz);
|
|
{
|
|
sub_6();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_27() {
|
|
if (all(conditional_code)) {
|
|
sub_28();
|
|
} else {
|
|
sub_29();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_28() {
|
|
reg_tmp12.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp12.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp12.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp11.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp11.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp11.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp14.x = dot_3(uniforms.f[3].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.y = dot_3(uniforms.f[4].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.z = dot_3(uniforms.f[5].xyz, reg_tmp12.xyz);
|
|
reg_tmp13.x = dot_3(uniforms.f[3].xyz, reg_tmp11.xyz);
|
|
reg_tmp13.y = dot_3(uniforms.f[4].xyz, reg_tmp11.xyz);
|
|
reg_tmp13.z = dot_3(uniforms.f[5].xyz, reg_tmp11.xyz);
|
|
{
|
|
sub_11();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_29() {
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
vs_out_attr1 = uniforms.f[93].xxxx;
|
|
return false;
|
|
}
|
|
bool sub_6() {
|
|
uint jmp_to = 210u;
|
|
while (true) {
|
|
switch (jmp_to) {
|
|
case 210u: {
|
|
reg_tmp6.x = dot_3(reg_tmp14.xyz, reg_tmp14.xyz);
|
|
reg_tmp7.x = dot_3(reg_tmp12.xyz, reg_tmp12.xyz);
|
|
reg_tmp6.x = rsq_s(reg_tmp6.x);
|
|
reg_tmp7.x = rsq_s(reg_tmp7.x);
|
|
reg_tmp14.xyz = (mul_s(reg_tmp14.xyzz, reg_tmp6.xxxx)).xyz;
|
|
reg_tmp12.xyz = (mul_s(reg_tmp12.xyzz, reg_tmp7.xxxx)).xyz;
|
|
reg_tmp0 = uniforms.f[93].yxxx;
|
|
if (!uniforms.b[15]) {
|
|
{ jmp_to = 226u; break; }
|
|
}
|
|
reg_tmp4 = uniforms.f[93].yyyy + reg_tmp14.zzzz;
|
|
reg_tmp4 = mul_s(uniforms.f[94].zzzz, reg_tmp4);
|
|
conditional_code = greaterThanEqual(uniforms.f[93].xx, reg_tmp4.xx);
|
|
reg_tmp4 = vec4(rsq_s(reg_tmp4.x));
|
|
reg_tmp5 = mul_s(uniforms.f[94].zzzz, reg_tmp14);
|
|
if (conditional_code.x) {
|
|
{ jmp_to = 226u; break; }
|
|
}
|
|
reg_tmp0.z = rcp_s(reg_tmp4.x);
|
|
reg_tmp0.xy = (mul_s(reg_tmp5, reg_tmp4)).xy;
|
|
}
|
|
case 226u: {
|
|
vs_out_attr1 = reg_tmp0;
|
|
}
|
|
default: return false;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_11() {
|
|
uint jmp_to = 227u;
|
|
while (true) {
|
|
switch (jmp_to) {
|
|
case 227u: {
|
|
reg_tmp6.x = dot_3(reg_tmp14.xyz, reg_tmp14.xyz);
|
|
reg_tmp7.x = dot_3(reg_tmp12.xyz, reg_tmp12.xyz);
|
|
reg_tmp6.x = rsq_s(reg_tmp6.x);
|
|
reg_tmp7.x = rsq_s(reg_tmp7.x);
|
|
reg_tmp14.xyz = (mul_s(reg_tmp14.xyzz, reg_tmp6.xxxx)).xyz;
|
|
reg_tmp12.xyz = (mul_s(reg_tmp12.xyzz, reg_tmp7.xxxx)).xyz;
|
|
reg_tmp13.xyz = (mul_s(reg_tmp13.xyzz, reg_tmp6.xxxx)).xyz;
|
|
reg_tmp11.xyz = (mul_s(reg_tmp11.xyzz, reg_tmp7.xxxx)).xyz;
|
|
reg_tmp0 = uniforms.f[93].yxxx;
|
|
if (!uniforms.b[15]) {
|
|
{ jmp_to = 302u; break; }
|
|
}
|
|
reg_tmp13.xyz = (mul_s(reg_tmp13.xyzz, reg_tmp6.xxxx)).xyz;
|
|
reg_tmp11.xyz = (mul_s(reg_tmp11.xyzz, reg_tmp7.xxxx)).xyz;
|
|
reg_tmp5 = mul_s(reg_tmp14.yzxx, reg_tmp13.zxyy);
|
|
reg_tmp5 = fma_s(-reg_tmp13.yzxx, reg_tmp14.zxyy, reg_tmp5);
|
|
reg_tmp5.w = dot_3(reg_tmp5.xyz, reg_tmp5.xyz);
|
|
reg_tmp5.w = rsq_s(reg_tmp5.w);
|
|
reg_tmp5 = mul_s(reg_tmp5, reg_tmp5.wwww);
|
|
reg_tmp6.w = (reg_tmp14.zzzz + reg_tmp5.yyyy).w;
|
|
reg_tmp13 = mul_s(reg_tmp5.yzxx, reg_tmp14.zxyy);
|
|
reg_tmp13 = fma_s(-reg_tmp14.yzxx, reg_tmp5.zxyy, reg_tmp13);
|
|
reg_tmp6.w = (reg_tmp13.xxxx + reg_tmp6).w;
|
|
reg_tmp13.w = (reg_tmp5.zzzz).w;
|
|
reg_tmp5.z = (reg_tmp13.xxxx).z;
|
|
reg_tmp6.w = (uniforms.f[93].yyyy + reg_tmp6).w;
|
|
reg_tmp14.w = (reg_tmp5.xxxx).w;
|
|
reg_tmp5.x = (reg_tmp14.zzzz).x;
|
|
conditional_code = lessThan(uniforms.f[94].yy, reg_tmp6.ww);
|
|
reg_tmp6.x = (uniforms.f[93].yyyy).x;
|
|
reg_tmp6.y = (-uniforms.f[93].yyyy).y;
|
|
if (!conditional_code.x) {
|
|
{ jmp_to = 264u; break; }
|
|
}
|
|
reg_tmp7.xz = (reg_tmp13.wwyy + -reg_tmp14.yyww).xz;
|
|
reg_tmp7.y = (reg_tmp14.xxxx + -reg_tmp13.zzzz).y;
|
|
reg_tmp7.w = (reg_tmp6).w;
|
|
reg_tmp6 = vec4(dot_s(reg_tmp7, reg_tmp7));
|
|
reg_tmp6 = vec4(rsq_s(reg_tmp6.x));
|
|
reg_tmp0 = mul_s(reg_tmp7, reg_tmp6);
|
|
if (uniforms.b[0]) {
|
|
{ jmp_to = 302u; break; }
|
|
}
|
|
}
|
|
case 264u: {
|
|
conditional_code = greaterThan(reg_tmp5.zy, reg_tmp5.yx);
|
|
if (conditional_code.x) {
|
|
sub_12();
|
|
} else {
|
|
sub_17();
|
|
}
|
|
reg_tmp6 = vec4(dot_s(reg_tmp8, reg_tmp8));
|
|
reg_tmp6 = vec4(rsq_s(reg_tmp6.x));
|
|
reg_tmp0 = mul_s(reg_tmp8, reg_tmp6);
|
|
}
|
|
case 302u: {
|
|
vs_out_attr1 = reg_tmp0;
|
|
}
|
|
default: return false;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_12() {
|
|
if (conditional_code.y) {
|
|
sub_13();
|
|
} else {
|
|
sub_14();
|
|
}
|
|
reg_tmp8.w = (-reg_tmp8).w;
|
|
return false;
|
|
}
|
|
bool sub_13() {
|
|
reg_tmp8 = mul_s(reg_tmp13.yyzw, reg_tmp6.xxxy);
|
|
reg_tmp8.x = (uniforms.f[93].yyyy + -reg_tmp5.yyyy).x;
|
|
reg_tmp9 = reg_tmp5.zzzz + -reg_tmp5.xxxx;
|
|
reg_tmp8.yzw = (reg_tmp8 + reg_tmp14.wwxy).yzw;
|
|
reg_tmp8.x = (reg_tmp9 + reg_tmp8).x;
|
|
return false;
|
|
}
|
|
bool sub_14() {
|
|
conditional_code = greaterThan(reg_tmp5.zz, reg_tmp5.xx);
|
|
reg_tmp8 = mul_s(reg_tmp13.yyzw, reg_tmp6.xxxy);
|
|
reg_tmp8.x = (uniforms.f[93].yyyy + -reg_tmp5.yyyy).x;
|
|
if (conditional_code.x) {
|
|
sub_15();
|
|
} else {
|
|
sub_16();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_15() {
|
|
reg_tmp9 = reg_tmp5.zzzz + -reg_tmp5.xxxx;
|
|
reg_tmp8.yzw = (reg_tmp8 + reg_tmp14.wwxy).yzw;
|
|
reg_tmp8.x = (reg_tmp9 + reg_tmp8).x;
|
|
return false;
|
|
}
|
|
bool sub_16() {
|
|
reg_tmp8 = mul_s(reg_tmp13.zwwy, reg_tmp6.xxxy);
|
|
reg_tmp8.z = (uniforms.f[93].yyyy + -reg_tmp5.zzzz).z;
|
|
reg_tmp9 = reg_tmp5.xxxx + -reg_tmp5.yyyy;
|
|
reg_tmp8.xyw = (reg_tmp8 + reg_tmp14.xyyw).xyw;
|
|
reg_tmp8.z = (reg_tmp9 + reg_tmp8).z;
|
|
return false;
|
|
}
|
|
bool sub_17() {
|
|
if (conditional_code.y) {
|
|
sub_18();
|
|
} else {
|
|
sub_19();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_18() {
|
|
reg_tmp8 = mul_s(reg_tmp13.yywz, reg_tmp6.xxxy);
|
|
reg_tmp8.y = (uniforms.f[93].yyyy + -reg_tmp5.zzzz).y;
|
|
reg_tmp9 = reg_tmp5.yyyy + -reg_tmp5.xxxx;
|
|
reg_tmp8.xzw = (reg_tmp8 + reg_tmp14.wwyx).xzw;
|
|
reg_tmp8.y = (reg_tmp9 + reg_tmp8).y;
|
|
return false;
|
|
}
|
|
bool sub_19() {
|
|
reg_tmp8 = mul_s(reg_tmp13.zwwy, reg_tmp6.xxxy);
|
|
reg_tmp8.z = (uniforms.f[93].yyyy + -reg_tmp5.zzzz).z;
|
|
reg_tmp9 = reg_tmp5.xxxx + -reg_tmp5.yyyy;
|
|
reg_tmp8.xyw = (reg_tmp8 + reg_tmp14.xyyw).xyw;
|
|
reg_tmp8.z = (reg_tmp9 + reg_tmp8).z;
|
|
reg_tmp8.w = (-reg_tmp8).w;
|
|
return false;
|
|
}
|
|
bool sub_32() {
|
|
reg_tmp0.xy = (uniforms.f[10].xxxx).xy;
|
|
if (uniforms.b[9]) {
|
|
sub_33();
|
|
} else {
|
|
sub_39();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_33() {
|
|
{
|
|
sub_34();
|
|
}
|
|
reg_tmp3.x = dot_s(uniforms.f[11].xywz, reg_tmp6);
|
|
reg_tmp3.y = dot_s(uniforms.f[12].xywz, reg_tmp6);
|
|
reg_tmp3.zw = (uniforms.f[93].xxxx).zw;
|
|
vs_out_attr4 = reg_tmp3;
|
|
return false;
|
|
}
|
|
bool sub_39() {
|
|
conditional_code = equal(uniforms.f[95].xy, reg_tmp0.xy);
|
|
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
|
|
if (all(not(conditional_code))) {
|
|
sub_40();
|
|
} else {
|
|
sub_41();
|
|
}
|
|
vs_out_attr4 = reg_tmp3;
|
|
return false;
|
|
}
|
|
bool sub_40() {
|
|
reg_tmp6 = reg_tmp10;
|
|
reg_tmp3.x = dot_s(uniforms.f[11], reg_tmp6);
|
|
reg_tmp3.y = dot_s(uniforms.f[12], reg_tmp6);
|
|
reg_tmp3.z = dot_s(uniforms.f[13], reg_tmp6);
|
|
reg_tmp0.xy = (mul_s(uniforms.f[19].xyyy, reg_tmp3.zzzz)).xy;
|
|
reg_tmp3.xy = (reg_tmp3.xyyy + reg_tmp0.xyyy).xy;
|
|
return false;
|
|
}
|
|
bool sub_41() {
|
|
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
|
|
sub_42();
|
|
} else {
|
|
sub_44();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_42() {
|
|
{
|
|
sub_43();
|
|
}
|
|
reg_tmp3.x = dot_3(uniforms.f[11].xyz, reg_tmp6.xyz);
|
|
reg_tmp3.y = dot_3(uniforms.f[12].xyz, reg_tmp6.xyz);
|
|
reg_tmp3.z = dot_3(uniforms.f[13].xyz, reg_tmp6.xyz);
|
|
return false;
|
|
}
|
|
bool sub_44() {
|
|
{
|
|
sub_45();
|
|
}
|
|
reg_tmp3.x = dot_s(uniforms.f[11], reg_tmp6);
|
|
reg_tmp3.y = dot_s(uniforms.f[12], reg_tmp6);
|
|
return false;
|
|
}
|
|
bool sub_34() {
|
|
conditional_code = equal(uniforms.f[93].yz, reg_tmp0.xy);
|
|
if (all(not(conditional_code))) {
|
|
sub_35();
|
|
} else {
|
|
sub_36();
|
|
}
|
|
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
|
|
return false;
|
|
}
|
|
bool sub_35() {
|
|
reg_tmp6.xy = (mul_s(uniforms.f[8].xxxx, vs_in_reg4.xyyy)).xy;
|
|
return false;
|
|
}
|
|
bool sub_36() {
|
|
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
|
|
sub_37();
|
|
} else {
|
|
sub_38();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_37() {
|
|
reg_tmp6.xy = (mul_s(uniforms.f[8].yyyy, vs_in_reg5.xyyy)).xy;
|
|
return false;
|
|
}
|
|
bool sub_38() {
|
|
reg_tmp6.xy = (mul_s(uniforms.f[8].zzzz, vs_in_reg6.xyyy)).xy;
|
|
return false;
|
|
}
|
|
bool sub_43() {
|
|
reg_tmp2 = -reg_tmp15;
|
|
reg_tmp2.w = dot_3(reg_tmp2.xyz, reg_tmp2.xyz);
|
|
reg_tmp2.w = rsq_s(reg_tmp2.w);
|
|
reg_tmp2 = mul_s(reg_tmp2, reg_tmp2.wwww);
|
|
reg_tmp1 = vec4(dot_3(reg_tmp2.xyz, reg_tmp14.xyz));
|
|
reg_tmp1 = reg_tmp1 + reg_tmp1;
|
|
reg_tmp6 = fma_s(reg_tmp1, reg_tmp14, -reg_tmp2);
|
|
return false;
|
|
}
|
|
bool sub_45() {
|
|
reg_tmp1.xy = (uniforms.f[94].zzzz).xy;
|
|
reg_tmp1.zw = (uniforms.f[93].xxxx).zw;
|
|
reg_tmp6 = fma_s(reg_tmp14, reg_tmp1, reg_tmp1);
|
|
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
|
|
return false;
|
|
}
|
|
bool sub_0() {
|
|
{
|
|
sub_1();
|
|
}
|
|
reg_tmp0.y = (uniforms.f[7].wwww).y;
|
|
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.xy);
|
|
reg_tmp9 = uniforms.f[21];
|
|
if (conditional_code.y) {
|
|
sub_30();
|
|
}
|
|
vs_out_attr3 = max(uniforms.f[93].xxxx, reg_tmp9);
|
|
{
|
|
sub_32();
|
|
}
|
|
return true;
|
|
}
|
|
bool sub_30() {
|
|
reg_tmp0 = mul_s(uniforms.f[7].wwww, vs_in_reg3);
|
|
if (uniforms.b[7]) {
|
|
sub_31();
|
|
}
|
|
reg_tmp9.xyz = (reg_tmp0.xyzz).xyz;
|
|
return false;
|
|
}
|
|
bool sub_31() {
|
|
reg_tmp9.w = (mul_s(reg_tmp9.wwww, reg_tmp0.wwww)).w;
|
|
return false;
|
|
}
|
|
// reference: 9D4D09CBCA4DC523, 6083E0861A876FA3
|
|
// shader: 8DD9, D7255673101445A5
|
|
|
|
layout(triangles) in;
|
|
layout(triangle_strip, max_vertices = 3) out;
|
|
|
|
out vec4 primary_color;
|
|
out vec2 texcoord0;
|
|
out vec2 texcoord1;
|
|
out vec2 texcoord2;
|
|
out float texcoord0_w;
|
|
out vec4 normquat;
|
|
out vec3 view;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
in vec4 vs_out_attr0[];
|
|
in vec4 vs_out_attr1[];
|
|
in vec4 vs_out_attr2[];
|
|
in vec4 vs_out_attr3[];
|
|
in vec4 vs_out_attr4[];
|
|
struct Vertex {
|
|
vec4 attributes[5];
|
|
};
|
|
|
|
vec4 GetVertexQuaternion(Vertex vtx) {
|
|
return vec4(vtx.attributes[1].x, vtx.attributes[1].y, vtx.attributes[1].z, vtx.attributes[1].w);
|
|
}
|
|
|
|
void EmitVtx(Vertex vtx, bool quats_opposite) {
|
|
vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
|
|
gl_Position = vtx_pos;
|
|
#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
gl_ClipDistance[0] = -vtx_pos.z;
|
|
gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
|
|
#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
|
|
vec4 vtx_quat = GetVertexQuaternion(vtx);
|
|
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
|
|
|
|
vec4 vtx_color = vec4(vtx.attributes[3].x, vtx.attributes[3].y, vtx.attributes[3].z, vtx.attributes[3].w);
|
|
primary_color = min(abs(vtx_color), vec4(1.0));
|
|
|
|
texcoord0 = vec2(vtx.attributes[4].x, vtx.attributes[4].y);
|
|
texcoord1 = vec2(0.0, 0.0);
|
|
|
|
texcoord0_w = vtx.attributes[4].z;
|
|
view = vec3(vtx.attributes[2].x, vtx.attributes[2].y, vtx.attributes[2].z);
|
|
texcoord2 = vec2(0.0, 0.0);
|
|
|
|
EmitVertex();
|
|
}
|
|
|
|
bool AreQuaternionsOpposite(vec4 qa, vec4 qb) {
|
|
return (dot(qa, qb) < 0.0);
|
|
}
|
|
|
|
void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) {
|
|
EmitVtx(vtx0, false);
|
|
EmitVtx(vtx1, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx1)));
|
|
EmitVtx(vtx2, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx2)));
|
|
EndPrimitive();
|
|
}
|
|
|
|
void main() {
|
|
Vertex prim_buffer[3];
|
|
prim_buffer[0].attributes = vec4[5](vs_out_attr0[0], vs_out_attr1[0], vs_out_attr2[0], vs_out_attr3[0], vs_out_attr4[0]);
|
|
prim_buffer[1].attributes = vec4[5](vs_out_attr0[1], vs_out_attr1[1], vs_out_attr2[1], vs_out_attr3[1], vs_out_attr4[1]);
|
|
prim_buffer[2].attributes = vec4[5](vs_out_attr0[2], vs_out_attr1[2], vs_out_attr2[2], vs_out_attr3[2], vs_out_attr4[2]);
|
|
EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);
|
|
}
|
|
// reference: CD8210802464D9AE, D7255673101445A5
|
|
// shader: 8B30, 10DAC958DD531780
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (last_tex_env_out.rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((combiner_buffer.rgb) * (texcolor0.rgb) + (const_color[1].rgb) * (vec3(1.0) - (texcolor0.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (rounded_primary_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 025EA929E3A36805, 10DAC958DD531780
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 10DAC958DD531780
|
|
// shader: 8B31, 99E3C69D63280E77
|
|
|
|
#define mul_s(x, y) mix(x * y, vec4(0.0), isnan(x * y))
|
|
#define fma_s(x, y, z) (mix(x * y, vec4(0.0), isnan(x * y)) + z)
|
|
float rcp_s(float x) {
|
|
if (x == 0.0) return x;
|
|
return 1.0 / x;
|
|
}
|
|
float rsq_s(float x) {
|
|
if (x > 0.0) return inversesqrt(x);
|
|
return 0.0;
|
|
}
|
|
#define dot_s(x, y) dot(x, y)
|
|
#define dot_3(x, y) dot(x, y)
|
|
|
|
struct pica_uniforms {
|
|
bool b[16];
|
|
uvec4 i[4];
|
|
vec4 f[96];
|
|
};
|
|
|
|
bool exec_shader();
|
|
|
|
#define uniforms vs_uniforms
|
|
layout (std140) uniform vs_config {
|
|
pica_uniforms uniforms;
|
|
};
|
|
layout(location = 0) in vec4 vs_in_reg0;
|
|
layout(location = 1) in vec4 vs_in_reg1;
|
|
layout(location = 2) in vec4 vs_in_reg2;
|
|
layout(location = 3) in vec4 vs_in_reg3;
|
|
layout(location = 4) in vec4 vs_in_reg4;
|
|
layout(location = 5) in vec4 vs_in_reg5;
|
|
layout(location = 6) in vec4 vs_in_reg6;
|
|
layout(location = 7) in vec4 vs_in_reg7;
|
|
layout(location = 8) in vec4 vs_in_reg8;
|
|
|
|
out vec4 vs_out_attr0;
|
|
out vec4 vs_out_attr1;
|
|
out vec4 vs_out_attr2;
|
|
out vec4 vs_out_attr3;
|
|
out vec4 vs_out_attr4;
|
|
out vec4 vs_out_attr5;
|
|
|
|
void main() {
|
|
vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr3 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr4 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr5 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
exec_shader();
|
|
}
|
|
bvec2 conditional_code = bvec2(false);
|
|
ivec3 address_registers = ivec3(0);
|
|
vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
bool sub_21();
|
|
bool sub_4();
|
|
bool sub_9();
|
|
bool sub_1();
|
|
bool sub_2();
|
|
bool sub_3();
|
|
bool sub_5();
|
|
bool sub_7();
|
|
bool sub_8();
|
|
bool sub_10();
|
|
bool sub_20();
|
|
bool sub_22();
|
|
bool sub_23();
|
|
bool sub_24();
|
|
bool sub_25();
|
|
bool sub_26();
|
|
bool sub_27();
|
|
bool sub_28();
|
|
bool sub_29();
|
|
bool sub_6();
|
|
bool sub_11();
|
|
bool sub_12();
|
|
bool sub_13();
|
|
bool sub_14();
|
|
bool sub_15();
|
|
bool sub_16();
|
|
bool sub_17();
|
|
bool sub_18();
|
|
bool sub_19();
|
|
bool sub_32();
|
|
bool sub_33();
|
|
bool sub_39();
|
|
bool sub_40();
|
|
bool sub_41();
|
|
bool sub_42();
|
|
bool sub_44();
|
|
bool sub_34();
|
|
bool sub_35();
|
|
bool sub_36();
|
|
bool sub_37();
|
|
bool sub_38();
|
|
bool sub_43();
|
|
bool sub_45();
|
|
bool sub_46();
|
|
bool sub_47();
|
|
bool sub_48();
|
|
bool sub_49();
|
|
bool sub_50();
|
|
bool sub_51();
|
|
bool sub_52();
|
|
bool sub_0();
|
|
bool sub_30();
|
|
bool sub_31();
|
|
|
|
bool exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_21() {
|
|
address_registers.x = (ivec2(reg_tmp1.xx)).x;
|
|
reg_tmp3.x = dot_s(uniforms.f[25 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.y = dot_s(uniforms.f[26 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.z = dot_s(uniforms.f[27 + address_registers.x], reg_tmp15);
|
|
reg_tmp7 = fma_s(reg_tmp1.wwww, reg_tmp3, reg_tmp7);
|
|
return false;
|
|
}
|
|
bool sub_4() {
|
|
address_registers.x = (ivec2(reg_tmp1.xx)).x;
|
|
reg_tmp3.x = dot_s(uniforms.f[25 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.y = dot_s(uniforms.f[26 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.z = dot_s(uniforms.f[27 + address_registers.x], reg_tmp15);
|
|
reg_tmp4.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp4.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp4.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp7 = fma_s(reg_tmp1.wwww, reg_tmp3, reg_tmp7);
|
|
reg_tmp12 = fma_s(reg_tmp1.wwww, reg_tmp4, reg_tmp12);
|
|
return false;
|
|
}
|
|
bool sub_9() {
|
|
address_registers.x = (ivec2(reg_tmp1.xx)).x;
|
|
reg_tmp3.x = dot_s(uniforms.f[25 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.y = dot_s(uniforms.f[26 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.z = dot_s(uniforms.f[27 + address_registers.x], reg_tmp15);
|
|
reg_tmp4.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp4.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp4.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp5.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp5.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp5.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp7 = fma_s(reg_tmp1.wwww, reg_tmp3, reg_tmp7);
|
|
reg_tmp12 = fma_s(reg_tmp1.wwww, reg_tmp4, reg_tmp12);
|
|
reg_tmp11 = fma_s(reg_tmp1.wwww, reg_tmp5, reg_tmp11);
|
|
return false;
|
|
}
|
|
bool sub_1() {
|
|
reg_tmp15.xyz = (mul_s(uniforms.f[7].xxxx, vs_in_reg0)).xyz;
|
|
reg_tmp14.xyz = (mul_s(uniforms.f[7].yyyy, vs_in_reg1)).xyz;
|
|
reg_tmp13.xyz = (mul_s(uniforms.f[7].zzzz, vs_in_reg2)).xyz;
|
|
reg_tmp15.xyz = (uniforms.f[6] + reg_tmp15).xyz;
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
if (uniforms.b[1]) {
|
|
sub_2();
|
|
} else {
|
|
sub_23();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_2() {
|
|
reg_tmp0 = uniforms.f[7];
|
|
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.yz);
|
|
reg_tmp7 = uniforms.f[93].xxxx;
|
|
reg_tmp12 = uniforms.f[93].xxxx;
|
|
reg_tmp11 = uniforms.f[93].xxxx;
|
|
reg_tmp2 = mul_s(uniforms.f[93].wwww, vs_in_reg7);
|
|
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
|
|
sub_3();
|
|
} else {
|
|
sub_7();
|
|
}
|
|
vs_out_attr2 = -reg_tmp15;
|
|
vs_out_attr0.x = dot_s(uniforms.f[86], reg_tmp15);
|
|
vs_out_attr0.y = dot_s(uniforms.f[87], reg_tmp15);
|
|
vs_out_attr0.z = dot_s(uniforms.f[88], reg_tmp15);
|
|
vs_out_attr0.w = dot_s(uniforms.f[89], reg_tmp15);
|
|
return false;
|
|
}
|
|
bool sub_3() {
|
|
conditional_code = notEqual(uniforms.f[93].xx, vs_in_reg8.zw);
|
|
reg_tmp1.xy = (reg_tmp2.xxxx).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.xxxx)).w;
|
|
{
|
|
sub_4();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
|
|
{
|
|
sub_4();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.zzzz).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.zzzz)).w;
|
|
if (conditional_code.x) {
|
|
sub_4();
|
|
}
|
|
if (uniforms.b[8]) {
|
|
sub_5();
|
|
}
|
|
reg_tmp7.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp10.x = dot_s(uniforms.f[0], reg_tmp7);
|
|
reg_tmp10.y = dot_s(uniforms.f[1], reg_tmp7);
|
|
reg_tmp10.z = dot_s(uniforms.f[2], reg_tmp7);
|
|
reg_tmp10.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp14.x = dot_3(uniforms.f[3].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.y = dot_3(uniforms.f[4].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.z = dot_3(uniforms.f[5].xyz, reg_tmp12.xyz);
|
|
{
|
|
sub_6();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_5() {
|
|
reg_tmp1.xy = (reg_tmp2.wwww).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.wwww)).w;
|
|
if (conditional_code.y) {
|
|
sub_4();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_7() {
|
|
if (all(conditional_code)) {
|
|
sub_8();
|
|
} else {
|
|
sub_20();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_8() {
|
|
conditional_code = notEqual(uniforms.f[93].xx, vs_in_reg8.zw);
|
|
reg_tmp1.xy = (reg_tmp2.xxxx).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.xxxx)).w;
|
|
{
|
|
sub_9();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
|
|
{
|
|
sub_9();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.zzzz).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.zzzz)).w;
|
|
if (conditional_code.x) {
|
|
sub_9();
|
|
}
|
|
if (uniforms.b[8]) {
|
|
sub_10();
|
|
}
|
|
reg_tmp7.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp10.x = dot_s(uniforms.f[0], reg_tmp7);
|
|
reg_tmp10.y = dot_s(uniforms.f[1], reg_tmp7);
|
|
reg_tmp10.z = dot_s(uniforms.f[2], reg_tmp7);
|
|
reg_tmp10.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp13.x = dot_3(uniforms.f[3].xyz, reg_tmp11.xyz);
|
|
reg_tmp13.y = dot_3(uniforms.f[4].xyz, reg_tmp11.xyz);
|
|
reg_tmp13.z = dot_3(uniforms.f[5].xyz, reg_tmp11.xyz);
|
|
reg_tmp14.x = dot_3(uniforms.f[3].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.y = dot_3(uniforms.f[4].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.z = dot_3(uniforms.f[5].xyz, reg_tmp12.xyz);
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
{
|
|
sub_11();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_10() {
|
|
reg_tmp1.xy = (reg_tmp2.wwww).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.wwww)).w;
|
|
if (conditional_code.y) {
|
|
sub_9();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_20() {
|
|
conditional_code = notEqual(uniforms.f[93].xx, vs_in_reg8.zw);
|
|
reg_tmp1.xy = (reg_tmp2.xxxx).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.xxxx)).w;
|
|
{
|
|
sub_21();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
|
|
{
|
|
sub_21();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.zzzz).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.zzzz)).w;
|
|
if (conditional_code.x) {
|
|
sub_21();
|
|
}
|
|
if (uniforms.b[8]) {
|
|
sub_22();
|
|
}
|
|
reg_tmp7.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp10.x = dot_s(uniforms.f[0], reg_tmp7);
|
|
reg_tmp10.y = dot_s(uniforms.f[1], reg_tmp7);
|
|
reg_tmp10.z = dot_s(uniforms.f[2], reg_tmp7);
|
|
reg_tmp10.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
vs_out_attr1 = uniforms.f[93].xxxx;
|
|
return false;
|
|
}
|
|
bool sub_22() {
|
|
reg_tmp1.xy = (reg_tmp2.wwww).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.wwww)).w;
|
|
if (conditional_code.y) {
|
|
sub_21();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_23() {
|
|
reg_tmp0 = uniforms.f[7];
|
|
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.yz);
|
|
if (uniforms.b[2]) {
|
|
sub_24();
|
|
} else {
|
|
sub_25();
|
|
}
|
|
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
|
|
sub_26();
|
|
} else {
|
|
sub_27();
|
|
}
|
|
vs_out_attr2 = -reg_tmp15;
|
|
vs_out_attr0.x = dot_s(uniforms.f[86], reg_tmp15);
|
|
vs_out_attr0.y = dot_s(uniforms.f[87], reg_tmp15);
|
|
vs_out_attr0.z = dot_s(uniforms.f[88], reg_tmp15);
|
|
vs_out_attr0.w = dot_s(uniforms.f[89], reg_tmp15);
|
|
return false;
|
|
}
|
|
bool sub_24() {
|
|
reg_tmp1.x = (mul_s(uniforms.f[93].wwww, vs_in_reg7.xxxx)).x;
|
|
address_registers.x = (ivec2(reg_tmp1.xx)).x;
|
|
reg_tmp7.x = dot_s(uniforms.f[25 + address_registers.x], reg_tmp15);
|
|
reg_tmp7.y = dot_s(uniforms.f[26 + address_registers.x], reg_tmp15);
|
|
reg_tmp7.z = dot_s(uniforms.f[27 + address_registers.x], reg_tmp15);
|
|
reg_tmp7.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp10.x = dot_s(uniforms.f[0], reg_tmp7);
|
|
reg_tmp10.y = dot_s(uniforms.f[1], reg_tmp7);
|
|
reg_tmp10.z = dot_s(uniforms.f[2], reg_tmp7);
|
|
reg_tmp10.w = (uniforms.f[93].yyyy).w;
|
|
return false;
|
|
}
|
|
bool sub_25() {
|
|
address_registers.x = (ivec2(uniforms.f[93].xx)).x;
|
|
reg_tmp10.x = dot_s(uniforms.f[25], reg_tmp15);
|
|
reg_tmp10.y = dot_s(uniforms.f[26], reg_tmp15);
|
|
reg_tmp10.z = dot_s(uniforms.f[27], reg_tmp15);
|
|
reg_tmp10.w = (uniforms.f[93].yyyy).w;
|
|
return false;
|
|
}
|
|
bool sub_26() {
|
|
reg_tmp12.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp12.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp12.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp14.x = dot_3(uniforms.f[3].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.y = dot_3(uniforms.f[4].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.z = dot_3(uniforms.f[5].xyz, reg_tmp12.xyz);
|
|
{
|
|
sub_6();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_27() {
|
|
if (all(conditional_code)) {
|
|
sub_28();
|
|
} else {
|
|
sub_29();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_28() {
|
|
reg_tmp12.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp12.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp12.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp11.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp11.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp11.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp14.x = dot_3(uniforms.f[3].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.y = dot_3(uniforms.f[4].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.z = dot_3(uniforms.f[5].xyz, reg_tmp12.xyz);
|
|
reg_tmp13.x = dot_3(uniforms.f[3].xyz, reg_tmp11.xyz);
|
|
reg_tmp13.y = dot_3(uniforms.f[4].xyz, reg_tmp11.xyz);
|
|
reg_tmp13.z = dot_3(uniforms.f[5].xyz, reg_tmp11.xyz);
|
|
{
|
|
sub_11();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_29() {
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
vs_out_attr1 = uniforms.f[93].xxxx;
|
|
return false;
|
|
}
|
|
bool sub_6() {
|
|
uint jmp_to = 210u;
|
|
while (true) {
|
|
switch (jmp_to) {
|
|
case 210u: {
|
|
reg_tmp6.x = dot_3(reg_tmp14.xyz, reg_tmp14.xyz);
|
|
reg_tmp7.x = dot_3(reg_tmp12.xyz, reg_tmp12.xyz);
|
|
reg_tmp6.x = rsq_s(reg_tmp6.x);
|
|
reg_tmp7.x = rsq_s(reg_tmp7.x);
|
|
reg_tmp14.xyz = (mul_s(reg_tmp14.xyzz, reg_tmp6.xxxx)).xyz;
|
|
reg_tmp12.xyz = (mul_s(reg_tmp12.xyzz, reg_tmp7.xxxx)).xyz;
|
|
reg_tmp0 = uniforms.f[93].yxxx;
|
|
if (!uniforms.b[15]) {
|
|
{ jmp_to = 226u; break; }
|
|
}
|
|
reg_tmp4 = uniforms.f[93].yyyy + reg_tmp14.zzzz;
|
|
reg_tmp4 = mul_s(uniforms.f[94].zzzz, reg_tmp4);
|
|
conditional_code = greaterThanEqual(uniforms.f[93].xx, reg_tmp4.xx);
|
|
reg_tmp4 = vec4(rsq_s(reg_tmp4.x));
|
|
reg_tmp5 = mul_s(uniforms.f[94].zzzz, reg_tmp14);
|
|
if (conditional_code.x) {
|
|
{ jmp_to = 226u; break; }
|
|
}
|
|
reg_tmp0.z = rcp_s(reg_tmp4.x);
|
|
reg_tmp0.xy = (mul_s(reg_tmp5, reg_tmp4)).xy;
|
|
}
|
|
case 226u: {
|
|
vs_out_attr1 = reg_tmp0;
|
|
}
|
|
default: return false;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_11() {
|
|
uint jmp_to = 227u;
|
|
while (true) {
|
|
switch (jmp_to) {
|
|
case 227u: {
|
|
reg_tmp6.x = dot_3(reg_tmp14.xyz, reg_tmp14.xyz);
|
|
reg_tmp7.x = dot_3(reg_tmp12.xyz, reg_tmp12.xyz);
|
|
reg_tmp6.x = rsq_s(reg_tmp6.x);
|
|
reg_tmp7.x = rsq_s(reg_tmp7.x);
|
|
reg_tmp14.xyz = (mul_s(reg_tmp14.xyzz, reg_tmp6.xxxx)).xyz;
|
|
reg_tmp12.xyz = (mul_s(reg_tmp12.xyzz, reg_tmp7.xxxx)).xyz;
|
|
reg_tmp13.xyz = (mul_s(reg_tmp13.xyzz, reg_tmp6.xxxx)).xyz;
|
|
reg_tmp11.xyz = (mul_s(reg_tmp11.xyzz, reg_tmp7.xxxx)).xyz;
|
|
reg_tmp0 = uniforms.f[93].yxxx;
|
|
if (!uniforms.b[15]) {
|
|
{ jmp_to = 302u; break; }
|
|
}
|
|
reg_tmp13.xyz = (mul_s(reg_tmp13.xyzz, reg_tmp6.xxxx)).xyz;
|
|
reg_tmp11.xyz = (mul_s(reg_tmp11.xyzz, reg_tmp7.xxxx)).xyz;
|
|
reg_tmp5 = mul_s(reg_tmp14.yzxx, reg_tmp13.zxyy);
|
|
reg_tmp5 = fma_s(-reg_tmp13.yzxx, reg_tmp14.zxyy, reg_tmp5);
|
|
reg_tmp5.w = dot_3(reg_tmp5.xyz, reg_tmp5.xyz);
|
|
reg_tmp5.w = rsq_s(reg_tmp5.w);
|
|
reg_tmp5 = mul_s(reg_tmp5, reg_tmp5.wwww);
|
|
reg_tmp6.w = (reg_tmp14.zzzz + reg_tmp5.yyyy).w;
|
|
reg_tmp13 = mul_s(reg_tmp5.yzxx, reg_tmp14.zxyy);
|
|
reg_tmp13 = fma_s(-reg_tmp14.yzxx, reg_tmp5.zxyy, reg_tmp13);
|
|
reg_tmp6.w = (reg_tmp13.xxxx + reg_tmp6).w;
|
|
reg_tmp13.w = (reg_tmp5.zzzz).w;
|
|
reg_tmp5.z = (reg_tmp13.xxxx).z;
|
|
reg_tmp6.w = (uniforms.f[93].yyyy + reg_tmp6).w;
|
|
reg_tmp14.w = (reg_tmp5.xxxx).w;
|
|
reg_tmp5.x = (reg_tmp14.zzzz).x;
|
|
conditional_code = lessThan(uniforms.f[94].yy, reg_tmp6.ww);
|
|
reg_tmp6.x = (uniforms.f[93].yyyy).x;
|
|
reg_tmp6.y = (-uniforms.f[93].yyyy).y;
|
|
if (!conditional_code.x) {
|
|
{ jmp_to = 264u; break; }
|
|
}
|
|
reg_tmp7.xz = (reg_tmp13.wwyy + -reg_tmp14.yyww).xz;
|
|
reg_tmp7.y = (reg_tmp14.xxxx + -reg_tmp13.zzzz).y;
|
|
reg_tmp7.w = (reg_tmp6).w;
|
|
reg_tmp6 = vec4(dot_s(reg_tmp7, reg_tmp7));
|
|
reg_tmp6 = vec4(rsq_s(reg_tmp6.x));
|
|
reg_tmp0 = mul_s(reg_tmp7, reg_tmp6);
|
|
if (uniforms.b[0]) {
|
|
{ jmp_to = 302u; break; }
|
|
}
|
|
}
|
|
case 264u: {
|
|
conditional_code = greaterThan(reg_tmp5.zy, reg_tmp5.yx);
|
|
if (conditional_code.x) {
|
|
sub_12();
|
|
} else {
|
|
sub_17();
|
|
}
|
|
reg_tmp6 = vec4(dot_s(reg_tmp8, reg_tmp8));
|
|
reg_tmp6 = vec4(rsq_s(reg_tmp6.x));
|
|
reg_tmp0 = mul_s(reg_tmp8, reg_tmp6);
|
|
}
|
|
case 302u: {
|
|
vs_out_attr1 = reg_tmp0;
|
|
}
|
|
default: return false;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_12() {
|
|
if (conditional_code.y) {
|
|
sub_13();
|
|
} else {
|
|
sub_14();
|
|
}
|
|
reg_tmp8.w = (-reg_tmp8).w;
|
|
return false;
|
|
}
|
|
bool sub_13() {
|
|
reg_tmp8 = mul_s(reg_tmp13.yyzw, reg_tmp6.xxxy);
|
|
reg_tmp8.x = (uniforms.f[93].yyyy + -reg_tmp5.yyyy).x;
|
|
reg_tmp9 = reg_tmp5.zzzz + -reg_tmp5.xxxx;
|
|
reg_tmp8.yzw = (reg_tmp8 + reg_tmp14.wwxy).yzw;
|
|
reg_tmp8.x = (reg_tmp9 + reg_tmp8).x;
|
|
return false;
|
|
}
|
|
bool sub_14() {
|
|
conditional_code = greaterThan(reg_tmp5.zz, reg_tmp5.xx);
|
|
reg_tmp8 = mul_s(reg_tmp13.yyzw, reg_tmp6.xxxy);
|
|
reg_tmp8.x = (uniforms.f[93].yyyy + -reg_tmp5.yyyy).x;
|
|
if (conditional_code.x) {
|
|
sub_15();
|
|
} else {
|
|
sub_16();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_15() {
|
|
reg_tmp9 = reg_tmp5.zzzz + -reg_tmp5.xxxx;
|
|
reg_tmp8.yzw = (reg_tmp8 + reg_tmp14.wwxy).yzw;
|
|
reg_tmp8.x = (reg_tmp9 + reg_tmp8).x;
|
|
return false;
|
|
}
|
|
bool sub_16() {
|
|
reg_tmp8 = mul_s(reg_tmp13.zwwy, reg_tmp6.xxxy);
|
|
reg_tmp8.z = (uniforms.f[93].yyyy + -reg_tmp5.zzzz).z;
|
|
reg_tmp9 = reg_tmp5.xxxx + -reg_tmp5.yyyy;
|
|
reg_tmp8.xyw = (reg_tmp8 + reg_tmp14.xyyw).xyw;
|
|
reg_tmp8.z = (reg_tmp9 + reg_tmp8).z;
|
|
return false;
|
|
}
|
|
bool sub_17() {
|
|
if (conditional_code.y) {
|
|
sub_18();
|
|
} else {
|
|
sub_19();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_18() {
|
|
reg_tmp8 = mul_s(reg_tmp13.yywz, reg_tmp6.xxxy);
|
|
reg_tmp8.y = (uniforms.f[93].yyyy + -reg_tmp5.zzzz).y;
|
|
reg_tmp9 = reg_tmp5.yyyy + -reg_tmp5.xxxx;
|
|
reg_tmp8.xzw = (reg_tmp8 + reg_tmp14.wwyx).xzw;
|
|
reg_tmp8.y = (reg_tmp9 + reg_tmp8).y;
|
|
return false;
|
|
}
|
|
bool sub_19() {
|
|
reg_tmp8 = mul_s(reg_tmp13.zwwy, reg_tmp6.xxxy);
|
|
reg_tmp8.z = (uniforms.f[93].yyyy + -reg_tmp5.zzzz).z;
|
|
reg_tmp9 = reg_tmp5.xxxx + -reg_tmp5.yyyy;
|
|
reg_tmp8.xyw = (reg_tmp8 + reg_tmp14.xyyw).xyw;
|
|
reg_tmp8.z = (reg_tmp9 + reg_tmp8).z;
|
|
reg_tmp8.w = (-reg_tmp8).w;
|
|
return false;
|
|
}
|
|
bool sub_32() {
|
|
reg_tmp0.xy = (uniforms.f[10].xxxx).xy;
|
|
if (uniforms.b[9]) {
|
|
sub_33();
|
|
} else {
|
|
sub_39();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_33() {
|
|
{
|
|
sub_34();
|
|
}
|
|
reg_tmp3.x = dot_s(uniforms.f[11].xywz, reg_tmp6);
|
|
reg_tmp3.y = dot_s(uniforms.f[12].xywz, reg_tmp6);
|
|
reg_tmp3.zw = (uniforms.f[93].xxxx).zw;
|
|
vs_out_attr4 = reg_tmp3;
|
|
return false;
|
|
}
|
|
bool sub_39() {
|
|
conditional_code = equal(uniforms.f[95].xy, reg_tmp0.xy);
|
|
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
|
|
if (all(not(conditional_code))) {
|
|
sub_40();
|
|
} else {
|
|
sub_41();
|
|
}
|
|
vs_out_attr4 = reg_tmp3;
|
|
return false;
|
|
}
|
|
bool sub_40() {
|
|
reg_tmp6 = reg_tmp10;
|
|
reg_tmp3.x = dot_s(uniforms.f[11], reg_tmp6);
|
|
reg_tmp3.y = dot_s(uniforms.f[12], reg_tmp6);
|
|
reg_tmp3.z = dot_s(uniforms.f[13], reg_tmp6);
|
|
reg_tmp0.xy = (mul_s(uniforms.f[19].xyyy, reg_tmp3.zzzz)).xy;
|
|
reg_tmp3.xy = (reg_tmp3.xyyy + reg_tmp0.xyyy).xy;
|
|
return false;
|
|
}
|
|
bool sub_41() {
|
|
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
|
|
sub_42();
|
|
} else {
|
|
sub_44();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_42() {
|
|
{
|
|
sub_43();
|
|
}
|
|
reg_tmp3.x = dot_3(uniforms.f[11].xyz, reg_tmp6.xyz);
|
|
reg_tmp3.y = dot_3(uniforms.f[12].xyz, reg_tmp6.xyz);
|
|
reg_tmp3.z = dot_3(uniforms.f[13].xyz, reg_tmp6.xyz);
|
|
return false;
|
|
}
|
|
bool sub_44() {
|
|
{
|
|
sub_45();
|
|
}
|
|
reg_tmp3.x = dot_s(uniforms.f[11], reg_tmp6);
|
|
reg_tmp3.y = dot_s(uniforms.f[12], reg_tmp6);
|
|
return false;
|
|
}
|
|
bool sub_34() {
|
|
conditional_code = equal(uniforms.f[93].yz, reg_tmp0.xy);
|
|
if (all(not(conditional_code))) {
|
|
sub_35();
|
|
} else {
|
|
sub_36();
|
|
}
|
|
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
|
|
return false;
|
|
}
|
|
bool sub_35() {
|
|
reg_tmp6.xy = (mul_s(uniforms.f[8].xxxx, vs_in_reg4.xyyy)).xy;
|
|
return false;
|
|
}
|
|
bool sub_36() {
|
|
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
|
|
sub_37();
|
|
} else {
|
|
sub_38();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_37() {
|
|
reg_tmp6.xy = (mul_s(uniforms.f[8].yyyy, vs_in_reg5.xyyy)).xy;
|
|
return false;
|
|
}
|
|
bool sub_38() {
|
|
reg_tmp6.xy = (mul_s(uniforms.f[8].zzzz, vs_in_reg6.xyyy)).xy;
|
|
return false;
|
|
}
|
|
bool sub_43() {
|
|
reg_tmp2 = -reg_tmp15;
|
|
reg_tmp2.w = dot_3(reg_tmp2.xyz, reg_tmp2.xyz);
|
|
reg_tmp2.w = rsq_s(reg_tmp2.w);
|
|
reg_tmp2 = mul_s(reg_tmp2, reg_tmp2.wwww);
|
|
reg_tmp1 = vec4(dot_3(reg_tmp2.xyz, reg_tmp14.xyz));
|
|
reg_tmp1 = reg_tmp1 + reg_tmp1;
|
|
reg_tmp6 = fma_s(reg_tmp1, reg_tmp14, -reg_tmp2);
|
|
return false;
|
|
}
|
|
bool sub_45() {
|
|
reg_tmp1.xy = (uniforms.f[94].zzzz).xy;
|
|
reg_tmp1.zw = (uniforms.f[93].xxxx).zw;
|
|
reg_tmp6 = fma_s(reg_tmp14, reg_tmp1, reg_tmp1);
|
|
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
|
|
return false;
|
|
}
|
|
bool sub_46() {
|
|
reg_tmp0.xy = (uniforms.f[10].yyyy).xy;
|
|
if (uniforms.b[10]) {
|
|
sub_47();
|
|
} else {
|
|
sub_48();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_47() {
|
|
{
|
|
sub_34();
|
|
}
|
|
reg_tmp4.x = dot_s(uniforms.f[14].xywz, reg_tmp6);
|
|
reg_tmp4.y = dot_s(uniforms.f[15].xywz, reg_tmp6);
|
|
vs_out_attr5 = reg_tmp4;
|
|
return false;
|
|
}
|
|
bool sub_48() {
|
|
if (uniforms.b[13]) {
|
|
sub_49();
|
|
} else {
|
|
sub_52();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_49() {
|
|
conditional_code = equal(uniforms.f[95].xy, reg_tmp0.xy);
|
|
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
|
|
if (all(not(conditional_code))) {
|
|
sub_50();
|
|
} else {
|
|
sub_51();
|
|
}
|
|
vs_out_attr5 = reg_tmp4;
|
|
return false;
|
|
}
|
|
bool sub_50() {
|
|
reg_tmp6 = reg_tmp10;
|
|
reg_tmp4.x = dot_s(uniforms.f[14], reg_tmp6);
|
|
reg_tmp4.y = dot_s(uniforms.f[15], reg_tmp6);
|
|
reg_tmp4.z = dot_s(uniforms.f[16], reg_tmp6);
|
|
reg_tmp6.w = rcp_s(reg_tmp4.z);
|
|
reg_tmp4.xy = (mul_s(reg_tmp4.xyyy, reg_tmp6.wwww)).xy;
|
|
reg_tmp4.xy = (uniforms.f[19].zwww + reg_tmp4.xyyy).xy;
|
|
return false;
|
|
}
|
|
bool sub_51() {
|
|
{
|
|
sub_45();
|
|
}
|
|
reg_tmp4.x = dot_s(uniforms.f[14], reg_tmp6);
|
|
reg_tmp4.y = dot_s(uniforms.f[15], reg_tmp6);
|
|
return false;
|
|
}
|
|
bool sub_52() {
|
|
vs_out_attr5 = uniforms.f[93].xxxx;
|
|
return false;
|
|
}
|
|
bool sub_0() {
|
|
{
|
|
sub_1();
|
|
}
|
|
reg_tmp0.y = (uniforms.f[7].wwww).y;
|
|
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.xy);
|
|
reg_tmp9 = uniforms.f[21];
|
|
if (conditional_code.y) {
|
|
sub_30();
|
|
}
|
|
vs_out_attr3 = max(uniforms.f[93].xxxx, reg_tmp9);
|
|
{
|
|
sub_32();
|
|
}
|
|
{
|
|
sub_46();
|
|
}
|
|
return true;
|
|
}
|
|
bool sub_30() {
|
|
reg_tmp0 = mul_s(uniforms.f[7].wwww, vs_in_reg3);
|
|
if (uniforms.b[7]) {
|
|
sub_31();
|
|
}
|
|
reg_tmp9.xyz = (reg_tmp0.xyzz).xyz;
|
|
return false;
|
|
}
|
|
bool sub_31() {
|
|
reg_tmp9.w = (mul_s(reg_tmp9.wwww, reg_tmp0.wwww)).w;
|
|
return false;
|
|
}
|
|
// reference: F9A546037F6E45FA, 99E3C69D63280E77
|
|
// shader: 8DD9, 8D88DA9FC6C2B5D9
|
|
|
|
layout(triangles) in;
|
|
layout(triangle_strip, max_vertices = 3) out;
|
|
|
|
out vec4 primary_color;
|
|
out vec2 texcoord0;
|
|
out vec2 texcoord1;
|
|
out vec2 texcoord2;
|
|
out float texcoord0_w;
|
|
out vec4 normquat;
|
|
out vec3 view;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
in vec4 vs_out_attr0[];
|
|
in vec4 vs_out_attr1[];
|
|
in vec4 vs_out_attr2[];
|
|
in vec4 vs_out_attr3[];
|
|
in vec4 vs_out_attr4[];
|
|
in vec4 vs_out_attr5[];
|
|
struct Vertex {
|
|
vec4 attributes[6];
|
|
};
|
|
|
|
vec4 GetVertexQuaternion(Vertex vtx) {
|
|
return vec4(vtx.attributes[1].x, vtx.attributes[1].y, vtx.attributes[1].z, vtx.attributes[1].w);
|
|
}
|
|
|
|
void EmitVtx(Vertex vtx, bool quats_opposite) {
|
|
vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
|
|
gl_Position = vtx_pos;
|
|
#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
gl_ClipDistance[0] = -vtx_pos.z;
|
|
gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
|
|
#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
|
|
vec4 vtx_quat = GetVertexQuaternion(vtx);
|
|
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
|
|
|
|
vec4 vtx_color = vec4(vtx.attributes[3].x, vtx.attributes[3].y, vtx.attributes[3].z, vtx.attributes[3].w);
|
|
primary_color = min(abs(vtx_color), vec4(1.0));
|
|
|
|
texcoord0 = vec2(vtx.attributes[4].x, vtx.attributes[4].y);
|
|
texcoord1 = vec2(vtx.attributes[5].x, vtx.attributes[5].y);
|
|
|
|
texcoord0_w = vtx.attributes[4].z;
|
|
view = vec3(vtx.attributes[2].x, vtx.attributes[2].y, vtx.attributes[2].z);
|
|
texcoord2 = vec2(0.0, 0.0);
|
|
|
|
EmitVertex();
|
|
}
|
|
|
|
bool AreQuaternionsOpposite(vec4 qa, vec4 qb) {
|
|
return (dot(qa, qb) < 0.0);
|
|
}
|
|
|
|
void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) {
|
|
EmitVtx(vtx0, false);
|
|
EmitVtx(vtx1, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx1)));
|
|
EmitVtx(vtx2, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx2)));
|
|
EndPrimitive();
|
|
}
|
|
|
|
void main() {
|
|
Vertex prim_buffer[3];
|
|
prim_buffer[0].attributes = vec4[6](vs_out_attr0[0], vs_out_attr1[0], vs_out_attr2[0], vs_out_attr3[0], vs_out_attr4[0], vs_out_attr5[0]);
|
|
prim_buffer[1].attributes = vec4[6](vs_out_attr0[1], vs_out_attr1[1], vs_out_attr2[1], vs_out_attr3[1], vs_out_attr4[1], vs_out_attr5[1]);
|
|
prim_buffer[2].attributes = vec4[6](vs_out_attr0[2], vs_out_attr1[2], vs_out_attr2[2], vs_out_attr3[2], vs_out_attr4[2], vs_out_attr5[2]);
|
|
EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);
|
|
}
|
|
// reference: 46A0C2E6B155D5CD, 8D88DA9FC6C2B5D9
|
|
// shader: 8B30, B4480A993DC5BC4B
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (combiner_buffer.rgb);
|
|
float alpha_output_0 = (texcolor0.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((combiner_buffer.rgb) * (texcolor0.rgb) + (const_color[1].rgb) * (vec3(1.0) - (texcolor0.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (texcolor1.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (texcolor1.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) + (texcolor1.r), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 77A22CCCDC5FC2A9, B4480A993DC5BC4B
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, B4480A993DC5BC4B
|
|
// shader: 8B31, 75EE729B6800B695
|
|
|
|
#define mul_s(x, y) mix(x * y, vec4(0.0), isnan(x * y))
|
|
#define fma_s(x, y, z) (mix(x * y, vec4(0.0), isnan(x * y)) + z)
|
|
float rcp_s(float x) {
|
|
if (x == 0.0) return x;
|
|
return 1.0 / x;
|
|
}
|
|
float rsq_s(float x) {
|
|
if (x > 0.0) return inversesqrt(x);
|
|
return 0.0;
|
|
}
|
|
#define dot_s(x, y) dot(x, y)
|
|
#define dot_3(x, y) dot(x, y)
|
|
|
|
struct pica_uniforms {
|
|
bool b[16];
|
|
uvec4 i[4];
|
|
vec4 f[96];
|
|
};
|
|
|
|
bool exec_shader();
|
|
|
|
#define uniforms vs_uniforms
|
|
layout (std140) uniform vs_config {
|
|
pica_uniforms uniforms;
|
|
};
|
|
layout(location = 0) in vec4 vs_in_reg0;
|
|
layout(location = 1) in vec4 vs_in_reg1;
|
|
layout(location = 2) in vec4 vs_in_reg2;
|
|
layout(location = 3) in vec4 vs_in_reg3;
|
|
layout(location = 4) in vec4 vs_in_reg4;
|
|
layout(location = 5) in vec4 vs_in_reg5;
|
|
layout(location = 6) in vec4 vs_in_reg6;
|
|
layout(location = 7) in vec4 vs_in_reg7;
|
|
layout(location = 8) in vec4 vs_in_reg8;
|
|
|
|
out vec4 vs_out_attr0;
|
|
out vec4 vs_out_attr1;
|
|
out vec4 vs_out_attr2;
|
|
out vec4 vs_out_attr3;
|
|
out vec4 vs_out_attr4;
|
|
out vec4 vs_out_attr5;
|
|
out vec4 vs_out_attr6;
|
|
|
|
void main() {
|
|
vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr3 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr4 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr5 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr6 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
exec_shader();
|
|
}
|
|
bvec2 conditional_code = bvec2(false);
|
|
ivec3 address_registers = ivec3(0);
|
|
vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
bool sub_0();
|
|
bool sub_30();
|
|
bool sub_31();
|
|
bool sub_21();
|
|
bool sub_4();
|
|
bool sub_9();
|
|
bool sub_1();
|
|
bool sub_2();
|
|
bool sub_3();
|
|
bool sub_5();
|
|
bool sub_7();
|
|
bool sub_8();
|
|
bool sub_10();
|
|
bool sub_20();
|
|
bool sub_22();
|
|
bool sub_23();
|
|
bool sub_24();
|
|
bool sub_25();
|
|
bool sub_26();
|
|
bool sub_27();
|
|
bool sub_28();
|
|
bool sub_29();
|
|
bool sub_6();
|
|
bool sub_11();
|
|
bool sub_12();
|
|
bool sub_13();
|
|
bool sub_14();
|
|
bool sub_15();
|
|
bool sub_16();
|
|
bool sub_17();
|
|
bool sub_18();
|
|
bool sub_19();
|
|
bool sub_32();
|
|
bool sub_33();
|
|
bool sub_39();
|
|
bool sub_40();
|
|
bool sub_41();
|
|
bool sub_42();
|
|
bool sub_44();
|
|
bool sub_34();
|
|
bool sub_35();
|
|
bool sub_36();
|
|
bool sub_37();
|
|
bool sub_38();
|
|
bool sub_43();
|
|
bool sub_45();
|
|
bool sub_46();
|
|
bool sub_47();
|
|
bool sub_48();
|
|
bool sub_49();
|
|
bool sub_50();
|
|
bool sub_51();
|
|
bool sub_52();
|
|
bool sub_53();
|
|
bool sub_54();
|
|
bool sub_55();
|
|
bool sub_56();
|
|
bool sub_57();
|
|
|
|
bool exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_0() {
|
|
{
|
|
sub_1();
|
|
}
|
|
reg_tmp0.y = (uniforms.f[7].wwww).y;
|
|
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.xy);
|
|
reg_tmp9 = uniforms.f[21];
|
|
if (conditional_code.y) {
|
|
sub_30();
|
|
}
|
|
vs_out_attr3 = max(uniforms.f[93].xxxx, reg_tmp9);
|
|
{
|
|
sub_32();
|
|
}
|
|
{
|
|
sub_46();
|
|
}
|
|
{
|
|
sub_53();
|
|
}
|
|
return true;
|
|
}
|
|
bool sub_30() {
|
|
reg_tmp0 = mul_s(uniforms.f[7].wwww, vs_in_reg3);
|
|
if (uniforms.b[7]) {
|
|
sub_31();
|
|
}
|
|
reg_tmp9.xyz = (reg_tmp0.xyzz).xyz;
|
|
return false;
|
|
}
|
|
bool sub_31() {
|
|
reg_tmp9.w = (mul_s(reg_tmp9.wwww, reg_tmp0.wwww)).w;
|
|
return false;
|
|
}
|
|
bool sub_21() {
|
|
address_registers.x = (ivec2(reg_tmp1.xx)).x;
|
|
reg_tmp3.x = dot_s(uniforms.f[25 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.y = dot_s(uniforms.f[26 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.z = dot_s(uniforms.f[27 + address_registers.x], reg_tmp15);
|
|
reg_tmp7 = fma_s(reg_tmp1.wwww, reg_tmp3, reg_tmp7);
|
|
return false;
|
|
}
|
|
bool sub_4() {
|
|
address_registers.x = (ivec2(reg_tmp1.xx)).x;
|
|
reg_tmp3.x = dot_s(uniforms.f[25 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.y = dot_s(uniforms.f[26 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.z = dot_s(uniforms.f[27 + address_registers.x], reg_tmp15);
|
|
reg_tmp4.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp4.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp4.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp7 = fma_s(reg_tmp1.wwww, reg_tmp3, reg_tmp7);
|
|
reg_tmp12 = fma_s(reg_tmp1.wwww, reg_tmp4, reg_tmp12);
|
|
return false;
|
|
}
|
|
bool sub_9() {
|
|
address_registers.x = (ivec2(reg_tmp1.xx)).x;
|
|
reg_tmp3.x = dot_s(uniforms.f[25 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.y = dot_s(uniforms.f[26 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.z = dot_s(uniforms.f[27 + address_registers.x], reg_tmp15);
|
|
reg_tmp4.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp4.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp4.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp5.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp5.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp5.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp7 = fma_s(reg_tmp1.wwww, reg_tmp3, reg_tmp7);
|
|
reg_tmp12 = fma_s(reg_tmp1.wwww, reg_tmp4, reg_tmp12);
|
|
reg_tmp11 = fma_s(reg_tmp1.wwww, reg_tmp5, reg_tmp11);
|
|
return false;
|
|
}
|
|
bool sub_1() {
|
|
reg_tmp15.xyz = (mul_s(uniforms.f[7].xxxx, vs_in_reg0)).xyz;
|
|
reg_tmp14.xyz = (mul_s(uniforms.f[7].yyyy, vs_in_reg1)).xyz;
|
|
reg_tmp13.xyz = (mul_s(uniforms.f[7].zzzz, vs_in_reg2)).xyz;
|
|
reg_tmp15.xyz = (uniforms.f[6] + reg_tmp15).xyz;
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
if (uniforms.b[1]) {
|
|
sub_2();
|
|
} else {
|
|
sub_23();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_2() {
|
|
reg_tmp0 = uniforms.f[7];
|
|
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.yz);
|
|
reg_tmp7 = uniforms.f[93].xxxx;
|
|
reg_tmp12 = uniforms.f[93].xxxx;
|
|
reg_tmp11 = uniforms.f[93].xxxx;
|
|
reg_tmp2 = mul_s(uniforms.f[93].wwww, vs_in_reg7);
|
|
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
|
|
sub_3();
|
|
} else {
|
|
sub_7();
|
|
}
|
|
vs_out_attr2 = -reg_tmp15;
|
|
vs_out_attr0.x = dot_s(uniforms.f[86], reg_tmp15);
|
|
vs_out_attr0.y = dot_s(uniforms.f[87], reg_tmp15);
|
|
vs_out_attr0.z = dot_s(uniforms.f[88], reg_tmp15);
|
|
vs_out_attr0.w = dot_s(uniforms.f[89], reg_tmp15);
|
|
return false;
|
|
}
|
|
bool sub_3() {
|
|
conditional_code = notEqual(uniforms.f[93].xx, vs_in_reg8.zw);
|
|
reg_tmp1.xy = (reg_tmp2.xxxx).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.xxxx)).w;
|
|
{
|
|
sub_4();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
|
|
{
|
|
sub_4();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.zzzz).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.zzzz)).w;
|
|
if (conditional_code.x) {
|
|
sub_4();
|
|
}
|
|
if (uniforms.b[8]) {
|
|
sub_5();
|
|
}
|
|
reg_tmp7.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp10.x = dot_s(uniforms.f[0], reg_tmp7);
|
|
reg_tmp10.y = dot_s(uniforms.f[1], reg_tmp7);
|
|
reg_tmp10.z = dot_s(uniforms.f[2], reg_tmp7);
|
|
reg_tmp10.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp14.x = dot_3(uniforms.f[3].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.y = dot_3(uniforms.f[4].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.z = dot_3(uniforms.f[5].xyz, reg_tmp12.xyz);
|
|
{
|
|
sub_6();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_5() {
|
|
reg_tmp1.xy = (reg_tmp2.wwww).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.wwww)).w;
|
|
if (conditional_code.y) {
|
|
sub_4();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_7() {
|
|
if (all(conditional_code)) {
|
|
sub_8();
|
|
} else {
|
|
sub_20();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_8() {
|
|
conditional_code = notEqual(uniforms.f[93].xx, vs_in_reg8.zw);
|
|
reg_tmp1.xy = (reg_tmp2.xxxx).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.xxxx)).w;
|
|
{
|
|
sub_9();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
|
|
{
|
|
sub_9();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.zzzz).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.zzzz)).w;
|
|
if (conditional_code.x) {
|
|
sub_9();
|
|
}
|
|
if (uniforms.b[8]) {
|
|
sub_10();
|
|
}
|
|
reg_tmp7.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp10.x = dot_s(uniforms.f[0], reg_tmp7);
|
|
reg_tmp10.y = dot_s(uniforms.f[1], reg_tmp7);
|
|
reg_tmp10.z = dot_s(uniforms.f[2], reg_tmp7);
|
|
reg_tmp10.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp13.x = dot_3(uniforms.f[3].xyz, reg_tmp11.xyz);
|
|
reg_tmp13.y = dot_3(uniforms.f[4].xyz, reg_tmp11.xyz);
|
|
reg_tmp13.z = dot_3(uniforms.f[5].xyz, reg_tmp11.xyz);
|
|
reg_tmp14.x = dot_3(uniforms.f[3].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.y = dot_3(uniforms.f[4].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.z = dot_3(uniforms.f[5].xyz, reg_tmp12.xyz);
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
{
|
|
sub_11();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_10() {
|
|
reg_tmp1.xy = (reg_tmp2.wwww).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.wwww)).w;
|
|
if (conditional_code.y) {
|
|
sub_9();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_20() {
|
|
conditional_code = notEqual(uniforms.f[93].xx, vs_in_reg8.zw);
|
|
reg_tmp1.xy = (reg_tmp2.xxxx).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.xxxx)).w;
|
|
{
|
|
sub_21();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
|
|
{
|
|
sub_21();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.zzzz).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.zzzz)).w;
|
|
if (conditional_code.x) {
|
|
sub_21();
|
|
}
|
|
if (uniforms.b[8]) {
|
|
sub_22();
|
|
}
|
|
reg_tmp7.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp10.x = dot_s(uniforms.f[0], reg_tmp7);
|
|
reg_tmp10.y = dot_s(uniforms.f[1], reg_tmp7);
|
|
reg_tmp10.z = dot_s(uniforms.f[2], reg_tmp7);
|
|
reg_tmp10.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
vs_out_attr1 = uniforms.f[93].xxxx;
|
|
return false;
|
|
}
|
|
bool sub_22() {
|
|
reg_tmp1.xy = (reg_tmp2.wwww).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.wwww)).w;
|
|
if (conditional_code.y) {
|
|
sub_21();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_23() {
|
|
reg_tmp0 = uniforms.f[7];
|
|
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.yz);
|
|
if (uniforms.b[2]) {
|
|
sub_24();
|
|
} else {
|
|
sub_25();
|
|
}
|
|
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
|
|
sub_26();
|
|
} else {
|
|
sub_27();
|
|
}
|
|
vs_out_attr2 = -reg_tmp15;
|
|
vs_out_attr0.x = dot_s(uniforms.f[86], reg_tmp15);
|
|
vs_out_attr0.y = dot_s(uniforms.f[87], reg_tmp15);
|
|
vs_out_attr0.z = dot_s(uniforms.f[88], reg_tmp15);
|
|
vs_out_attr0.w = dot_s(uniforms.f[89], reg_tmp15);
|
|
return false;
|
|
}
|
|
bool sub_24() {
|
|
reg_tmp1.x = (mul_s(uniforms.f[93].wwww, vs_in_reg7.xxxx)).x;
|
|
address_registers.x = (ivec2(reg_tmp1.xx)).x;
|
|
reg_tmp7.x = dot_s(uniforms.f[25 + address_registers.x], reg_tmp15);
|
|
reg_tmp7.y = dot_s(uniforms.f[26 + address_registers.x], reg_tmp15);
|
|
reg_tmp7.z = dot_s(uniforms.f[27 + address_registers.x], reg_tmp15);
|
|
reg_tmp7.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp10.x = dot_s(uniforms.f[0], reg_tmp7);
|
|
reg_tmp10.y = dot_s(uniforms.f[1], reg_tmp7);
|
|
reg_tmp10.z = dot_s(uniforms.f[2], reg_tmp7);
|
|
reg_tmp10.w = (uniforms.f[93].yyyy).w;
|
|
return false;
|
|
}
|
|
bool sub_25() {
|
|
address_registers.x = (ivec2(uniforms.f[93].xx)).x;
|
|
reg_tmp10.x = dot_s(uniforms.f[25], reg_tmp15);
|
|
reg_tmp10.y = dot_s(uniforms.f[26], reg_tmp15);
|
|
reg_tmp10.z = dot_s(uniforms.f[27], reg_tmp15);
|
|
reg_tmp10.w = (uniforms.f[93].yyyy).w;
|
|
return false;
|
|
}
|
|
bool sub_26() {
|
|
reg_tmp12.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp12.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp12.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp14.x = dot_3(uniforms.f[3].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.y = dot_3(uniforms.f[4].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.z = dot_3(uniforms.f[5].xyz, reg_tmp12.xyz);
|
|
{
|
|
sub_6();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_27() {
|
|
if (all(conditional_code)) {
|
|
sub_28();
|
|
} else {
|
|
sub_29();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_28() {
|
|
reg_tmp12.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp12.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp12.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp11.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp11.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp11.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp14.x = dot_3(uniforms.f[3].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.y = dot_3(uniforms.f[4].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.z = dot_3(uniforms.f[5].xyz, reg_tmp12.xyz);
|
|
reg_tmp13.x = dot_3(uniforms.f[3].xyz, reg_tmp11.xyz);
|
|
reg_tmp13.y = dot_3(uniforms.f[4].xyz, reg_tmp11.xyz);
|
|
reg_tmp13.z = dot_3(uniforms.f[5].xyz, reg_tmp11.xyz);
|
|
{
|
|
sub_11();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_29() {
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
vs_out_attr1 = uniforms.f[93].xxxx;
|
|
return false;
|
|
}
|
|
bool sub_6() {
|
|
uint jmp_to = 210u;
|
|
while (true) {
|
|
switch (jmp_to) {
|
|
case 210u: {
|
|
reg_tmp6.x = dot_3(reg_tmp14.xyz, reg_tmp14.xyz);
|
|
reg_tmp7.x = dot_3(reg_tmp12.xyz, reg_tmp12.xyz);
|
|
reg_tmp6.x = rsq_s(reg_tmp6.x);
|
|
reg_tmp7.x = rsq_s(reg_tmp7.x);
|
|
reg_tmp14.xyz = (mul_s(reg_tmp14.xyzz, reg_tmp6.xxxx)).xyz;
|
|
reg_tmp12.xyz = (mul_s(reg_tmp12.xyzz, reg_tmp7.xxxx)).xyz;
|
|
reg_tmp0 = uniforms.f[93].yxxx;
|
|
if (!uniforms.b[15]) {
|
|
{ jmp_to = 226u; break; }
|
|
}
|
|
reg_tmp4 = uniforms.f[93].yyyy + reg_tmp14.zzzz;
|
|
reg_tmp4 = mul_s(uniforms.f[94].zzzz, reg_tmp4);
|
|
conditional_code = greaterThanEqual(uniforms.f[93].xx, reg_tmp4.xx);
|
|
reg_tmp4 = vec4(rsq_s(reg_tmp4.x));
|
|
reg_tmp5 = mul_s(uniforms.f[94].zzzz, reg_tmp14);
|
|
if (conditional_code.x) {
|
|
{ jmp_to = 226u; break; }
|
|
}
|
|
reg_tmp0.z = rcp_s(reg_tmp4.x);
|
|
reg_tmp0.xy = (mul_s(reg_tmp5, reg_tmp4)).xy;
|
|
}
|
|
case 226u: {
|
|
vs_out_attr1 = reg_tmp0;
|
|
}
|
|
default: return false;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_11() {
|
|
uint jmp_to = 227u;
|
|
while (true) {
|
|
switch (jmp_to) {
|
|
case 227u: {
|
|
reg_tmp6.x = dot_3(reg_tmp14.xyz, reg_tmp14.xyz);
|
|
reg_tmp7.x = dot_3(reg_tmp12.xyz, reg_tmp12.xyz);
|
|
reg_tmp6.x = rsq_s(reg_tmp6.x);
|
|
reg_tmp7.x = rsq_s(reg_tmp7.x);
|
|
reg_tmp14.xyz = (mul_s(reg_tmp14.xyzz, reg_tmp6.xxxx)).xyz;
|
|
reg_tmp12.xyz = (mul_s(reg_tmp12.xyzz, reg_tmp7.xxxx)).xyz;
|
|
reg_tmp13.xyz = (mul_s(reg_tmp13.xyzz, reg_tmp6.xxxx)).xyz;
|
|
reg_tmp11.xyz = (mul_s(reg_tmp11.xyzz, reg_tmp7.xxxx)).xyz;
|
|
reg_tmp0 = uniforms.f[93].yxxx;
|
|
if (!uniforms.b[15]) {
|
|
{ jmp_to = 302u; break; }
|
|
}
|
|
reg_tmp13.xyz = (mul_s(reg_tmp13.xyzz, reg_tmp6.xxxx)).xyz;
|
|
reg_tmp11.xyz = (mul_s(reg_tmp11.xyzz, reg_tmp7.xxxx)).xyz;
|
|
reg_tmp5 = mul_s(reg_tmp14.yzxx, reg_tmp13.zxyy);
|
|
reg_tmp5 = fma_s(-reg_tmp13.yzxx, reg_tmp14.zxyy, reg_tmp5);
|
|
reg_tmp5.w = dot_3(reg_tmp5.xyz, reg_tmp5.xyz);
|
|
reg_tmp5.w = rsq_s(reg_tmp5.w);
|
|
reg_tmp5 = mul_s(reg_tmp5, reg_tmp5.wwww);
|
|
reg_tmp6.w = (reg_tmp14.zzzz + reg_tmp5.yyyy).w;
|
|
reg_tmp13 = mul_s(reg_tmp5.yzxx, reg_tmp14.zxyy);
|
|
reg_tmp13 = fma_s(-reg_tmp14.yzxx, reg_tmp5.zxyy, reg_tmp13);
|
|
reg_tmp6.w = (reg_tmp13.xxxx + reg_tmp6).w;
|
|
reg_tmp13.w = (reg_tmp5.zzzz).w;
|
|
reg_tmp5.z = (reg_tmp13.xxxx).z;
|
|
reg_tmp6.w = (uniforms.f[93].yyyy + reg_tmp6).w;
|
|
reg_tmp14.w = (reg_tmp5.xxxx).w;
|
|
reg_tmp5.x = (reg_tmp14.zzzz).x;
|
|
conditional_code = lessThan(uniforms.f[94].yy, reg_tmp6.ww);
|
|
reg_tmp6.x = (uniforms.f[93].yyyy).x;
|
|
reg_tmp6.y = (-uniforms.f[93].yyyy).y;
|
|
if (!conditional_code.x) {
|
|
{ jmp_to = 264u; break; }
|
|
}
|
|
reg_tmp7.xz = (reg_tmp13.wwyy + -reg_tmp14.yyww).xz;
|
|
reg_tmp7.y = (reg_tmp14.xxxx + -reg_tmp13.zzzz).y;
|
|
reg_tmp7.w = (reg_tmp6).w;
|
|
reg_tmp6 = vec4(dot_s(reg_tmp7, reg_tmp7));
|
|
reg_tmp6 = vec4(rsq_s(reg_tmp6.x));
|
|
reg_tmp0 = mul_s(reg_tmp7, reg_tmp6);
|
|
if (uniforms.b[0]) {
|
|
{ jmp_to = 302u; break; }
|
|
}
|
|
}
|
|
case 264u: {
|
|
conditional_code = greaterThan(reg_tmp5.zy, reg_tmp5.yx);
|
|
if (conditional_code.x) {
|
|
sub_12();
|
|
} else {
|
|
sub_17();
|
|
}
|
|
reg_tmp6 = vec4(dot_s(reg_tmp8, reg_tmp8));
|
|
reg_tmp6 = vec4(rsq_s(reg_tmp6.x));
|
|
reg_tmp0 = mul_s(reg_tmp8, reg_tmp6);
|
|
}
|
|
case 302u: {
|
|
vs_out_attr1 = reg_tmp0;
|
|
}
|
|
default: return false;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_12() {
|
|
if (conditional_code.y) {
|
|
sub_13();
|
|
} else {
|
|
sub_14();
|
|
}
|
|
reg_tmp8.w = (-reg_tmp8).w;
|
|
return false;
|
|
}
|
|
bool sub_13() {
|
|
reg_tmp8 = mul_s(reg_tmp13.yyzw, reg_tmp6.xxxy);
|
|
reg_tmp8.x = (uniforms.f[93].yyyy + -reg_tmp5.yyyy).x;
|
|
reg_tmp9 = reg_tmp5.zzzz + -reg_tmp5.xxxx;
|
|
reg_tmp8.yzw = (reg_tmp8 + reg_tmp14.wwxy).yzw;
|
|
reg_tmp8.x = (reg_tmp9 + reg_tmp8).x;
|
|
return false;
|
|
}
|
|
bool sub_14() {
|
|
conditional_code = greaterThan(reg_tmp5.zz, reg_tmp5.xx);
|
|
reg_tmp8 = mul_s(reg_tmp13.yyzw, reg_tmp6.xxxy);
|
|
reg_tmp8.x = (uniforms.f[93].yyyy + -reg_tmp5.yyyy).x;
|
|
if (conditional_code.x) {
|
|
sub_15();
|
|
} else {
|
|
sub_16();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_15() {
|
|
reg_tmp9 = reg_tmp5.zzzz + -reg_tmp5.xxxx;
|
|
reg_tmp8.yzw = (reg_tmp8 + reg_tmp14.wwxy).yzw;
|
|
reg_tmp8.x = (reg_tmp9 + reg_tmp8).x;
|
|
return false;
|
|
}
|
|
bool sub_16() {
|
|
reg_tmp8 = mul_s(reg_tmp13.zwwy, reg_tmp6.xxxy);
|
|
reg_tmp8.z = (uniforms.f[93].yyyy + -reg_tmp5.zzzz).z;
|
|
reg_tmp9 = reg_tmp5.xxxx + -reg_tmp5.yyyy;
|
|
reg_tmp8.xyw = (reg_tmp8 + reg_tmp14.xyyw).xyw;
|
|
reg_tmp8.z = (reg_tmp9 + reg_tmp8).z;
|
|
return false;
|
|
}
|
|
bool sub_17() {
|
|
if (conditional_code.y) {
|
|
sub_18();
|
|
} else {
|
|
sub_19();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_18() {
|
|
reg_tmp8 = mul_s(reg_tmp13.yywz, reg_tmp6.xxxy);
|
|
reg_tmp8.y = (uniforms.f[93].yyyy + -reg_tmp5.zzzz).y;
|
|
reg_tmp9 = reg_tmp5.yyyy + -reg_tmp5.xxxx;
|
|
reg_tmp8.xzw = (reg_tmp8 + reg_tmp14.wwyx).xzw;
|
|
reg_tmp8.y = (reg_tmp9 + reg_tmp8).y;
|
|
return false;
|
|
}
|
|
bool sub_19() {
|
|
reg_tmp8 = mul_s(reg_tmp13.zwwy, reg_tmp6.xxxy);
|
|
reg_tmp8.z = (uniforms.f[93].yyyy + -reg_tmp5.zzzz).z;
|
|
reg_tmp9 = reg_tmp5.xxxx + -reg_tmp5.yyyy;
|
|
reg_tmp8.xyw = (reg_tmp8 + reg_tmp14.xyyw).xyw;
|
|
reg_tmp8.z = (reg_tmp9 + reg_tmp8).z;
|
|
reg_tmp8.w = (-reg_tmp8).w;
|
|
return false;
|
|
}
|
|
bool sub_32() {
|
|
reg_tmp0.xy = (uniforms.f[10].xxxx).xy;
|
|
if (uniforms.b[9]) {
|
|
sub_33();
|
|
} else {
|
|
sub_39();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_33() {
|
|
{
|
|
sub_34();
|
|
}
|
|
reg_tmp3.x = dot_s(uniforms.f[11].xywz, reg_tmp6);
|
|
reg_tmp3.y = dot_s(uniforms.f[12].xywz, reg_tmp6);
|
|
reg_tmp3.zw = (uniforms.f[93].xxxx).zw;
|
|
vs_out_attr4 = reg_tmp3;
|
|
return false;
|
|
}
|
|
bool sub_39() {
|
|
conditional_code = equal(uniforms.f[95].xy, reg_tmp0.xy);
|
|
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
|
|
if (all(not(conditional_code))) {
|
|
sub_40();
|
|
} else {
|
|
sub_41();
|
|
}
|
|
vs_out_attr4 = reg_tmp3;
|
|
return false;
|
|
}
|
|
bool sub_40() {
|
|
reg_tmp6 = reg_tmp10;
|
|
reg_tmp3.x = dot_s(uniforms.f[11], reg_tmp6);
|
|
reg_tmp3.y = dot_s(uniforms.f[12], reg_tmp6);
|
|
reg_tmp3.z = dot_s(uniforms.f[13], reg_tmp6);
|
|
reg_tmp0.xy = (mul_s(uniforms.f[19].xyyy, reg_tmp3.zzzz)).xy;
|
|
reg_tmp3.xy = (reg_tmp3.xyyy + reg_tmp0.xyyy).xy;
|
|
return false;
|
|
}
|
|
bool sub_41() {
|
|
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
|
|
sub_42();
|
|
} else {
|
|
sub_44();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_42() {
|
|
{
|
|
sub_43();
|
|
}
|
|
reg_tmp3.x = dot_3(uniforms.f[11].xyz, reg_tmp6.xyz);
|
|
reg_tmp3.y = dot_3(uniforms.f[12].xyz, reg_tmp6.xyz);
|
|
reg_tmp3.z = dot_3(uniforms.f[13].xyz, reg_tmp6.xyz);
|
|
return false;
|
|
}
|
|
bool sub_44() {
|
|
{
|
|
sub_45();
|
|
}
|
|
reg_tmp3.x = dot_s(uniforms.f[11], reg_tmp6);
|
|
reg_tmp3.y = dot_s(uniforms.f[12], reg_tmp6);
|
|
return false;
|
|
}
|
|
bool sub_34() {
|
|
conditional_code = equal(uniforms.f[93].yz, reg_tmp0.xy);
|
|
if (all(not(conditional_code))) {
|
|
sub_35();
|
|
} else {
|
|
sub_36();
|
|
}
|
|
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
|
|
return false;
|
|
}
|
|
bool sub_35() {
|
|
reg_tmp6.xy = (mul_s(uniforms.f[8].xxxx, vs_in_reg4.xyyy)).xy;
|
|
return false;
|
|
}
|
|
bool sub_36() {
|
|
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
|
|
sub_37();
|
|
} else {
|
|
sub_38();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_37() {
|
|
reg_tmp6.xy = (mul_s(uniforms.f[8].yyyy, vs_in_reg5.xyyy)).xy;
|
|
return false;
|
|
}
|
|
bool sub_38() {
|
|
reg_tmp6.xy = (mul_s(uniforms.f[8].zzzz, vs_in_reg6.xyyy)).xy;
|
|
return false;
|
|
}
|
|
bool sub_43() {
|
|
reg_tmp2 = -reg_tmp15;
|
|
reg_tmp2.w = dot_3(reg_tmp2.xyz, reg_tmp2.xyz);
|
|
reg_tmp2.w = rsq_s(reg_tmp2.w);
|
|
reg_tmp2 = mul_s(reg_tmp2, reg_tmp2.wwww);
|
|
reg_tmp1 = vec4(dot_3(reg_tmp2.xyz, reg_tmp14.xyz));
|
|
reg_tmp1 = reg_tmp1 + reg_tmp1;
|
|
reg_tmp6 = fma_s(reg_tmp1, reg_tmp14, -reg_tmp2);
|
|
return false;
|
|
}
|
|
bool sub_45() {
|
|
reg_tmp1.xy = (uniforms.f[94].zzzz).xy;
|
|
reg_tmp1.zw = (uniforms.f[93].xxxx).zw;
|
|
reg_tmp6 = fma_s(reg_tmp14, reg_tmp1, reg_tmp1);
|
|
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
|
|
return false;
|
|
}
|
|
bool sub_46() {
|
|
reg_tmp0.xy = (uniforms.f[10].yyyy).xy;
|
|
if (uniforms.b[10]) {
|
|
sub_47();
|
|
} else {
|
|
sub_48();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_47() {
|
|
{
|
|
sub_34();
|
|
}
|
|
reg_tmp4.x = dot_s(uniforms.f[14].xywz, reg_tmp6);
|
|
reg_tmp4.y = dot_s(uniforms.f[15].xywz, reg_tmp6);
|
|
vs_out_attr5 = reg_tmp4;
|
|
return false;
|
|
}
|
|
bool sub_48() {
|
|
if (uniforms.b[13]) {
|
|
sub_49();
|
|
} else {
|
|
sub_52();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_49() {
|
|
conditional_code = equal(uniforms.f[95].xy, reg_tmp0.xy);
|
|
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
|
|
if (all(not(conditional_code))) {
|
|
sub_50();
|
|
} else {
|
|
sub_51();
|
|
}
|
|
vs_out_attr5 = reg_tmp4;
|
|
return false;
|
|
}
|
|
bool sub_50() {
|
|
reg_tmp6 = reg_tmp10;
|
|
reg_tmp4.x = dot_s(uniforms.f[14], reg_tmp6);
|
|
reg_tmp4.y = dot_s(uniforms.f[15], reg_tmp6);
|
|
reg_tmp4.z = dot_s(uniforms.f[16], reg_tmp6);
|
|
reg_tmp6.w = rcp_s(reg_tmp4.z);
|
|
reg_tmp4.xy = (mul_s(reg_tmp4.xyyy, reg_tmp6.wwww)).xy;
|
|
reg_tmp4.xy = (uniforms.f[19].zwww + reg_tmp4.xyyy).xy;
|
|
return false;
|
|
}
|
|
bool sub_51() {
|
|
{
|
|
sub_45();
|
|
}
|
|
reg_tmp4.x = dot_s(uniforms.f[14], reg_tmp6);
|
|
reg_tmp4.y = dot_s(uniforms.f[15], reg_tmp6);
|
|
return false;
|
|
}
|
|
bool sub_52() {
|
|
vs_out_attr5 = uniforms.f[93].xxxx;
|
|
return false;
|
|
}
|
|
bool sub_53() {
|
|
reg_tmp0.xy = (uniforms.f[10].zzzz).xy;
|
|
if (uniforms.b[11]) {
|
|
sub_54();
|
|
} else {
|
|
sub_55();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_54() {
|
|
{
|
|
sub_34();
|
|
}
|
|
reg_tmp5.x = dot_s(uniforms.f[17].xywz, reg_tmp6);
|
|
reg_tmp5.y = dot_s(uniforms.f[18].xywz, reg_tmp6);
|
|
vs_out_attr6 = reg_tmp5;
|
|
return false;
|
|
}
|
|
bool sub_55() {
|
|
if (uniforms.b[14]) {
|
|
sub_56();
|
|
} else {
|
|
sub_57();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_56() {
|
|
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
|
|
reg_tmp5.zw = (reg_tmp6.zwww).zw;
|
|
{
|
|
sub_45();
|
|
}
|
|
reg_tmp5.x = dot_s(uniforms.f[17], reg_tmp6);
|
|
reg_tmp5.y = dot_s(uniforms.f[18], reg_tmp6);
|
|
vs_out_attr6 = reg_tmp5;
|
|
return false;
|
|
}
|
|
bool sub_57() {
|
|
vs_out_attr6 = uniforms.f[93].xxxx;
|
|
return false;
|
|
}
|
|
// reference: 56E1D444E03BAFCF, 75EE729B6800B695
|
|
// shader: 8DD9, 0D30074279C2FEED
|
|
|
|
layout(triangles) in;
|
|
layout(triangle_strip, max_vertices = 3) out;
|
|
|
|
out vec4 primary_color;
|
|
out vec2 texcoord0;
|
|
out vec2 texcoord1;
|
|
out vec2 texcoord2;
|
|
out float texcoord0_w;
|
|
out vec4 normquat;
|
|
out vec3 view;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
in vec4 vs_out_attr0[];
|
|
in vec4 vs_out_attr1[];
|
|
in vec4 vs_out_attr2[];
|
|
in vec4 vs_out_attr3[];
|
|
in vec4 vs_out_attr4[];
|
|
in vec4 vs_out_attr5[];
|
|
in vec4 vs_out_attr6[];
|
|
struct Vertex {
|
|
vec4 attributes[7];
|
|
};
|
|
|
|
vec4 GetVertexQuaternion(Vertex vtx) {
|
|
return vec4(vtx.attributes[1].x, vtx.attributes[1].y, vtx.attributes[1].z, vtx.attributes[1].w);
|
|
}
|
|
|
|
void EmitVtx(Vertex vtx, bool quats_opposite) {
|
|
vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
|
|
gl_Position = vtx_pos;
|
|
#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
gl_ClipDistance[0] = -vtx_pos.z;
|
|
gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
|
|
#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
|
|
vec4 vtx_quat = GetVertexQuaternion(vtx);
|
|
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
|
|
|
|
vec4 vtx_color = vec4(vtx.attributes[3].x, vtx.attributes[3].y, vtx.attributes[3].z, vtx.attributes[3].w);
|
|
primary_color = min(abs(vtx_color), vec4(1.0));
|
|
|
|
texcoord0 = vec2(vtx.attributes[4].x, vtx.attributes[4].y);
|
|
texcoord1 = vec2(vtx.attributes[5].x, vtx.attributes[5].y);
|
|
|
|
texcoord0_w = vtx.attributes[4].z;
|
|
view = vec3(vtx.attributes[2].x, vtx.attributes[2].y, vtx.attributes[2].z);
|
|
texcoord2 = vec2(vtx.attributes[6].x, vtx.attributes[6].y);
|
|
|
|
EmitVertex();
|
|
}
|
|
|
|
bool AreQuaternionsOpposite(vec4 qa, vec4 qb) {
|
|
return (dot(qa, qb) < 0.0);
|
|
}
|
|
|
|
void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) {
|
|
EmitVtx(vtx0, false);
|
|
EmitVtx(vtx1, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx1)));
|
|
EmitVtx(vtx2, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx2)));
|
|
EndPrimitive();
|
|
}
|
|
|
|
void main() {
|
|
Vertex prim_buffer[3];
|
|
prim_buffer[0].attributes = vec4[7](vs_out_attr0[0], vs_out_attr1[0], vs_out_attr2[0], vs_out_attr3[0], vs_out_attr4[0], vs_out_attr5[0], vs_out_attr6[0]);
|
|
prim_buffer[1].attributes = vec4[7](vs_out_attr0[1], vs_out_attr1[1], vs_out_attr2[1], vs_out_attr3[1], vs_out_attr4[1], vs_out_attr5[1], vs_out_attr6[1]);
|
|
prim_buffer[2].attributes = vec4[7](vs_out_attr0[2], vs_out_attr1[2], vs_out_attr2[2], vs_out_attr3[2], vs_out_attr4[2], vs_out_attr5[2], vs_out_attr6[2]);
|
|
EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);
|
|
}
|
|
// reference: FC74FA4ACA1C8C74, 0D30074279C2FEED
|
|
// shader: 8B30, 7348B6F6EC4E2D18
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = 2.0 * (texcolor2).rgb - 1.0;
|
|
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 06C4F1A920B65095, 7348B6F6EC4E2D18
|
|
// program: 75EE729B6800B695, 0D30074279C2FEED, 7348B6F6EC4E2D18
|
|
// reference: D319F68B49B8A351, 6083E0861A876FA3
|
|
// shader: 8B30, 18D0C4488FED1891
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 58D3AE3FA23B29E7, 18D0C4488FED1891
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 18D0C4488FED1891
|
|
// shader: 8B30, 76B7BEA55A4C9CA2
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 50A46ADD48D6CC8F, 76B7BEA55A4C9CA2
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 76B7BEA55A4C9CA2
|
|
// shader: 8B30, B07EACB7022B7C3B
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
geo_factor = dot(half_vector, half_vector);
|
|
geo_factor = geo_factor == 0.0 ? 0.0 : min(dot_product / geo_factor, 1.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) * geo_factor) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 2CD554AA4E8CC2E4, B07EACB7022B7C3B
|
|
// program: 6083E0861A876FA3, D7255673101445A5, B07EACB7022B7C3B
|
|
// shader: 8B30, BA42556094E57C81
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
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float depth_scale;
|
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float depth_offset;
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float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
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|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
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|
int proctex_color_map_offset;
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|
int proctex_alpha_map_offset;
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|
int proctex_lut_offset;
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|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
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|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
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|
vec2 proctex_noise_a;
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|
vec2 proctex_noise_p;
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|
vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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|
vec4 clip_coef;
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};
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|
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|
#define NUM_LIGHTS 8
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#define NUM_LIGHTING_SAMPLERS 24
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struct LightSrc {
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vec3 specular_0;
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vec3 specular_1;
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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vec3 spot_direction;
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float dist_atten_bias;
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float dist_atten_scale;
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};
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layout (std140) uniform shader_light_data {
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ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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float lut_scale_d0;
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float lut_scale_d1;
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float lut_scale_sp;
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float lut_scale_fr;
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|
float lut_scale_rb;
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float lut_scale_rg;
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|
float lut_scale_rr;
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int shadow_texture_bias;
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|
};
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|
|
|
// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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}
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|
|
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float LookupLightingLUT(int lut_index, int index, float delta) {
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vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
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return entry.r + entry.g * delta;
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}
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|
|
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float LookupLightingLUTUnsigned(int lut_index, float pos) {
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int index = clamp(int(pos * 256.0), 0, 255);
|
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float delta = pos * 256.0 - float(index);
|
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return LookupLightingLUT(lut_index, index, delta);
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|
}
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|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
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int index = clamp(int(pos * 128.0), -128, 127);
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float delta = pos * 128.0 - float(index);
|
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if (index < 0) index += 256;
|
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return LookupLightingLUT(lut_index, index, delta);
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|
}
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|
|
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float byteround(float x) {
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return round(x * 255.0) * (1.0 / 255.0);
|
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}
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|
|
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vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
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|
}
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|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
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|
}
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|
|
|
vec4 byteround(vec4 x) {
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|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
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|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (const_color[2].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 859A0CDE6E61C0B2, BA42556094E57C81
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, BA42556094E57C81
|
|
// shader: 8B30, C4D6751C8FFE8E28
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 888640974E8CC2E4, C4D6751C8FFE8E28
|
|
// program: 6083E0861A876FA3, D7255673101445A5, C4D6751C8FFE8E28
|
|
// shader: 8B30, A2658537B5FA44E3
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = 2.0 * (texcolor1).rgb - 1.0;
|
|
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
geo_factor = dot(half_vector, half_vector);
|
|
geo_factor = geo_factor == 0.0 ? 0.0 : min(dot_product / geo_factor, 1.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) * geo_factor) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: A297E594BE1CB1F2, A2658537B5FA44E3
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, A2658537B5FA44E3
|
|
// shader: 8B31, 2BA255B3A8F4491C
|
|
|
|
#define mul_s(x, y) mix(x * y, vec4(0.0), isnan(x * y))
|
|
#define fma_s(x, y, z) (mix(x * y, vec4(0.0), isnan(x * y)) + z)
|
|
float rcp_s(float x) {
|
|
if (x == 0.0) return x;
|
|
return 1.0 / x;
|
|
}
|
|
float rsq_s(float x) {
|
|
if (x > 0.0) return inversesqrt(x);
|
|
return 0.0;
|
|
}
|
|
#define dot_s(x, y) dot(x, y)
|
|
#define dot_3(x, y) dot(x, y)
|
|
|
|
struct pica_uniforms {
|
|
bool b[16];
|
|
uvec4 i[4];
|
|
vec4 f[96];
|
|
};
|
|
|
|
bool exec_shader();
|
|
|
|
#define uniforms vs_uniforms
|
|
layout (std140) uniform vs_config {
|
|
pica_uniforms uniforms;
|
|
};
|
|
layout(location = 0) in vec4 vs_in_reg0;
|
|
layout(location = 1) in vec4 vs_in_reg1;
|
|
layout(location = 2) in vec4 vs_in_reg2;
|
|
layout(location = 3) in vec4 vs_in_reg3;
|
|
layout(location = 7) in vec4 vs_in_reg7;
|
|
layout(location = 8) in vec4 vs_in_reg8;
|
|
|
|
out vec4 vs_out_attr0;
|
|
out vec4 vs_out_attr1;
|
|
out vec4 vs_out_attr2;
|
|
out vec4 vs_out_attr3;
|
|
|
|
void main() {
|
|
vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr3 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
exec_shader();
|
|
}
|
|
bvec2 conditional_code = bvec2(false);
|
|
ivec3 address_registers = ivec3(0);
|
|
vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
bool sub_21();
|
|
bool sub_4();
|
|
bool sub_9();
|
|
bool sub_1();
|
|
bool sub_2();
|
|
bool sub_3();
|
|
bool sub_5();
|
|
bool sub_7();
|
|
bool sub_8();
|
|
bool sub_10();
|
|
bool sub_20();
|
|
bool sub_22();
|
|
bool sub_23();
|
|
bool sub_24();
|
|
bool sub_25();
|
|
bool sub_26();
|
|
bool sub_27();
|
|
bool sub_28();
|
|
bool sub_29();
|
|
bool sub_6();
|
|
bool sub_11();
|
|
bool sub_12();
|
|
bool sub_13();
|
|
bool sub_14();
|
|
bool sub_15();
|
|
bool sub_16();
|
|
bool sub_17();
|
|
bool sub_18();
|
|
bool sub_19();
|
|
bool sub_0();
|
|
bool sub_30();
|
|
bool sub_31();
|
|
|
|
bool exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_21() {
|
|
address_registers.x = (ivec2(reg_tmp1.xx)).x;
|
|
reg_tmp3.x = dot_s(uniforms.f[25 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.y = dot_s(uniforms.f[26 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.z = dot_s(uniforms.f[27 + address_registers.x], reg_tmp15);
|
|
reg_tmp7 = fma_s(reg_tmp1.wwww, reg_tmp3, reg_tmp7);
|
|
return false;
|
|
}
|
|
bool sub_4() {
|
|
address_registers.x = (ivec2(reg_tmp1.xx)).x;
|
|
reg_tmp3.x = dot_s(uniforms.f[25 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.y = dot_s(uniforms.f[26 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.z = dot_s(uniforms.f[27 + address_registers.x], reg_tmp15);
|
|
reg_tmp4.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp4.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp4.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp7 = fma_s(reg_tmp1.wwww, reg_tmp3, reg_tmp7);
|
|
reg_tmp12 = fma_s(reg_tmp1.wwww, reg_tmp4, reg_tmp12);
|
|
return false;
|
|
}
|
|
bool sub_9() {
|
|
address_registers.x = (ivec2(reg_tmp1.xx)).x;
|
|
reg_tmp3.x = dot_s(uniforms.f[25 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.y = dot_s(uniforms.f[26 + address_registers.x], reg_tmp15);
|
|
reg_tmp3.z = dot_s(uniforms.f[27 + address_registers.x], reg_tmp15);
|
|
reg_tmp4.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp4.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp4.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp5.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp5.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp5.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp7 = fma_s(reg_tmp1.wwww, reg_tmp3, reg_tmp7);
|
|
reg_tmp12 = fma_s(reg_tmp1.wwww, reg_tmp4, reg_tmp12);
|
|
reg_tmp11 = fma_s(reg_tmp1.wwww, reg_tmp5, reg_tmp11);
|
|
return false;
|
|
}
|
|
bool sub_1() {
|
|
reg_tmp15.xyz = (mul_s(uniforms.f[7].xxxx, vs_in_reg0)).xyz;
|
|
reg_tmp14.xyz = (mul_s(uniforms.f[7].yyyy, vs_in_reg1)).xyz;
|
|
reg_tmp13.xyz = (mul_s(uniforms.f[7].zzzz, vs_in_reg2)).xyz;
|
|
reg_tmp15.xyz = (uniforms.f[6] + reg_tmp15).xyz;
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
if (uniforms.b[1]) {
|
|
sub_2();
|
|
} else {
|
|
sub_23();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_2() {
|
|
reg_tmp0 = uniforms.f[7];
|
|
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.yz);
|
|
reg_tmp7 = uniforms.f[93].xxxx;
|
|
reg_tmp12 = uniforms.f[93].xxxx;
|
|
reg_tmp11 = uniforms.f[93].xxxx;
|
|
reg_tmp2 = mul_s(uniforms.f[93].wwww, vs_in_reg7);
|
|
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
|
|
sub_3();
|
|
} else {
|
|
sub_7();
|
|
}
|
|
vs_out_attr2 = -reg_tmp15;
|
|
vs_out_attr0.x = dot_s(uniforms.f[86], reg_tmp15);
|
|
vs_out_attr0.y = dot_s(uniforms.f[87], reg_tmp15);
|
|
vs_out_attr0.z = dot_s(uniforms.f[88], reg_tmp15);
|
|
vs_out_attr0.w = dot_s(uniforms.f[89], reg_tmp15);
|
|
return false;
|
|
}
|
|
bool sub_3() {
|
|
conditional_code = notEqual(uniforms.f[93].xx, vs_in_reg8.zw);
|
|
reg_tmp1.xy = (reg_tmp2.xxxx).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.xxxx)).w;
|
|
{
|
|
sub_4();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
|
|
{
|
|
sub_4();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.zzzz).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.zzzz)).w;
|
|
if (conditional_code.x) {
|
|
sub_4();
|
|
}
|
|
if (uniforms.b[8]) {
|
|
sub_5();
|
|
}
|
|
reg_tmp7.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp10.x = dot_s(uniforms.f[0], reg_tmp7);
|
|
reg_tmp10.y = dot_s(uniforms.f[1], reg_tmp7);
|
|
reg_tmp10.z = dot_s(uniforms.f[2], reg_tmp7);
|
|
reg_tmp10.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp14.x = dot_3(uniforms.f[3].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.y = dot_3(uniforms.f[4].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.z = dot_3(uniforms.f[5].xyz, reg_tmp12.xyz);
|
|
{
|
|
sub_6();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_5() {
|
|
reg_tmp1.xy = (reg_tmp2.wwww).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.wwww)).w;
|
|
if (conditional_code.y) {
|
|
sub_4();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_7() {
|
|
if (all(conditional_code)) {
|
|
sub_8();
|
|
} else {
|
|
sub_20();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_8() {
|
|
conditional_code = notEqual(uniforms.f[93].xx, vs_in_reg8.zw);
|
|
reg_tmp1.xy = (reg_tmp2.xxxx).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.xxxx)).w;
|
|
{
|
|
sub_9();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
|
|
{
|
|
sub_9();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.zzzz).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.zzzz)).w;
|
|
if (conditional_code.x) {
|
|
sub_9();
|
|
}
|
|
if (uniforms.b[8]) {
|
|
sub_10();
|
|
}
|
|
reg_tmp7.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp10.x = dot_s(uniforms.f[0], reg_tmp7);
|
|
reg_tmp10.y = dot_s(uniforms.f[1], reg_tmp7);
|
|
reg_tmp10.z = dot_s(uniforms.f[2], reg_tmp7);
|
|
reg_tmp10.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp13.x = dot_3(uniforms.f[3].xyz, reg_tmp11.xyz);
|
|
reg_tmp13.y = dot_3(uniforms.f[4].xyz, reg_tmp11.xyz);
|
|
reg_tmp13.z = dot_3(uniforms.f[5].xyz, reg_tmp11.xyz);
|
|
reg_tmp14.x = dot_3(uniforms.f[3].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.y = dot_3(uniforms.f[4].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.z = dot_3(uniforms.f[5].xyz, reg_tmp12.xyz);
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
{
|
|
sub_11();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_10() {
|
|
reg_tmp1.xy = (reg_tmp2.wwww).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.wwww)).w;
|
|
if (conditional_code.y) {
|
|
sub_9();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_20() {
|
|
conditional_code = notEqual(uniforms.f[93].xx, vs_in_reg8.zw);
|
|
reg_tmp1.xy = (reg_tmp2.xxxx).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.xxxx)).w;
|
|
{
|
|
sub_21();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
|
|
{
|
|
sub_21();
|
|
}
|
|
reg_tmp1.xy = (reg_tmp2.zzzz).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.zzzz)).w;
|
|
if (conditional_code.x) {
|
|
sub_21();
|
|
}
|
|
if (uniforms.b[8]) {
|
|
sub_22();
|
|
}
|
|
reg_tmp7.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp10.x = dot_s(uniforms.f[0], reg_tmp7);
|
|
reg_tmp10.y = dot_s(uniforms.f[1], reg_tmp7);
|
|
reg_tmp10.z = dot_s(uniforms.f[2], reg_tmp7);
|
|
reg_tmp10.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
vs_out_attr1 = uniforms.f[93].xxxx;
|
|
return false;
|
|
}
|
|
bool sub_22() {
|
|
reg_tmp1.xy = (reg_tmp2.wwww).xy;
|
|
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.wwww)).w;
|
|
if (conditional_code.y) {
|
|
sub_21();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_23() {
|
|
reg_tmp0 = uniforms.f[7];
|
|
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.yz);
|
|
if (uniforms.b[2]) {
|
|
sub_24();
|
|
} else {
|
|
sub_25();
|
|
}
|
|
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
|
|
sub_26();
|
|
} else {
|
|
sub_27();
|
|
}
|
|
vs_out_attr2 = -reg_tmp15;
|
|
vs_out_attr0.x = dot_s(uniforms.f[86], reg_tmp15);
|
|
vs_out_attr0.y = dot_s(uniforms.f[87], reg_tmp15);
|
|
vs_out_attr0.z = dot_s(uniforms.f[88], reg_tmp15);
|
|
vs_out_attr0.w = dot_s(uniforms.f[89], reg_tmp15);
|
|
return false;
|
|
}
|
|
bool sub_24() {
|
|
reg_tmp1.x = (mul_s(uniforms.f[93].wwww, vs_in_reg7.xxxx)).x;
|
|
address_registers.x = (ivec2(reg_tmp1.xx)).x;
|
|
reg_tmp7.x = dot_s(uniforms.f[25 + address_registers.x], reg_tmp15);
|
|
reg_tmp7.y = dot_s(uniforms.f[26 + address_registers.x], reg_tmp15);
|
|
reg_tmp7.z = dot_s(uniforms.f[27 + address_registers.x], reg_tmp15);
|
|
reg_tmp7.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp10.x = dot_s(uniforms.f[0], reg_tmp7);
|
|
reg_tmp10.y = dot_s(uniforms.f[1], reg_tmp7);
|
|
reg_tmp10.z = dot_s(uniforms.f[2], reg_tmp7);
|
|
reg_tmp10.w = (uniforms.f[93].yyyy).w;
|
|
return false;
|
|
}
|
|
bool sub_25() {
|
|
address_registers.x = (ivec2(uniforms.f[93].xx)).x;
|
|
reg_tmp10.x = dot_s(uniforms.f[25], reg_tmp15);
|
|
reg_tmp10.y = dot_s(uniforms.f[26], reg_tmp15);
|
|
reg_tmp10.z = dot_s(uniforms.f[27], reg_tmp15);
|
|
reg_tmp10.w = (uniforms.f[93].yyyy).w;
|
|
return false;
|
|
}
|
|
bool sub_26() {
|
|
reg_tmp12.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp12.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp12.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp14.x = dot_3(uniforms.f[3].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.y = dot_3(uniforms.f[4].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.z = dot_3(uniforms.f[5].xyz, reg_tmp12.xyz);
|
|
{
|
|
sub_6();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_27() {
|
|
if (all(conditional_code)) {
|
|
sub_28();
|
|
} else {
|
|
sub_29();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_28() {
|
|
reg_tmp12.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp12.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp12.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp14.xyz);
|
|
reg_tmp11.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp11.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp11.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp13.xyz);
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
reg_tmp14.x = dot_3(uniforms.f[3].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.y = dot_3(uniforms.f[4].xyz, reg_tmp12.xyz);
|
|
reg_tmp14.z = dot_3(uniforms.f[5].xyz, reg_tmp12.xyz);
|
|
reg_tmp13.x = dot_3(uniforms.f[3].xyz, reg_tmp11.xyz);
|
|
reg_tmp13.y = dot_3(uniforms.f[4].xyz, reg_tmp11.xyz);
|
|
reg_tmp13.z = dot_3(uniforms.f[5].xyz, reg_tmp11.xyz);
|
|
{
|
|
sub_11();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_29() {
|
|
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
|
|
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
|
|
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
|
|
reg_tmp15.w = (uniforms.f[93].yyyy).w;
|
|
vs_out_attr1 = uniforms.f[93].xxxx;
|
|
return false;
|
|
}
|
|
bool sub_6() {
|
|
uint jmp_to = 210u;
|
|
while (true) {
|
|
switch (jmp_to) {
|
|
case 210u: {
|
|
reg_tmp6.x = dot_3(reg_tmp14.xyz, reg_tmp14.xyz);
|
|
reg_tmp7.x = dot_3(reg_tmp12.xyz, reg_tmp12.xyz);
|
|
reg_tmp6.x = rsq_s(reg_tmp6.x);
|
|
reg_tmp7.x = rsq_s(reg_tmp7.x);
|
|
reg_tmp14.xyz = (mul_s(reg_tmp14.xyzz, reg_tmp6.xxxx)).xyz;
|
|
reg_tmp12.xyz = (mul_s(reg_tmp12.xyzz, reg_tmp7.xxxx)).xyz;
|
|
reg_tmp0 = uniforms.f[93].yxxx;
|
|
if (!uniforms.b[15]) {
|
|
{ jmp_to = 226u; break; }
|
|
}
|
|
reg_tmp4 = uniforms.f[93].yyyy + reg_tmp14.zzzz;
|
|
reg_tmp4 = mul_s(uniforms.f[94].zzzz, reg_tmp4);
|
|
conditional_code = greaterThanEqual(uniforms.f[93].xx, reg_tmp4.xx);
|
|
reg_tmp4 = vec4(rsq_s(reg_tmp4.x));
|
|
reg_tmp5 = mul_s(uniforms.f[94].zzzz, reg_tmp14);
|
|
if (conditional_code.x) {
|
|
{ jmp_to = 226u; break; }
|
|
}
|
|
reg_tmp0.z = rcp_s(reg_tmp4.x);
|
|
reg_tmp0.xy = (mul_s(reg_tmp5, reg_tmp4)).xy;
|
|
}
|
|
case 226u: {
|
|
vs_out_attr1 = reg_tmp0;
|
|
}
|
|
default: return false;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_11() {
|
|
uint jmp_to = 227u;
|
|
while (true) {
|
|
switch (jmp_to) {
|
|
case 227u: {
|
|
reg_tmp6.x = dot_3(reg_tmp14.xyz, reg_tmp14.xyz);
|
|
reg_tmp7.x = dot_3(reg_tmp12.xyz, reg_tmp12.xyz);
|
|
reg_tmp6.x = rsq_s(reg_tmp6.x);
|
|
reg_tmp7.x = rsq_s(reg_tmp7.x);
|
|
reg_tmp14.xyz = (mul_s(reg_tmp14.xyzz, reg_tmp6.xxxx)).xyz;
|
|
reg_tmp12.xyz = (mul_s(reg_tmp12.xyzz, reg_tmp7.xxxx)).xyz;
|
|
reg_tmp13.xyz = (mul_s(reg_tmp13.xyzz, reg_tmp6.xxxx)).xyz;
|
|
reg_tmp11.xyz = (mul_s(reg_tmp11.xyzz, reg_tmp7.xxxx)).xyz;
|
|
reg_tmp0 = uniforms.f[93].yxxx;
|
|
if (!uniforms.b[15]) {
|
|
{ jmp_to = 302u; break; }
|
|
}
|
|
reg_tmp13.xyz = (mul_s(reg_tmp13.xyzz, reg_tmp6.xxxx)).xyz;
|
|
reg_tmp11.xyz = (mul_s(reg_tmp11.xyzz, reg_tmp7.xxxx)).xyz;
|
|
reg_tmp5 = mul_s(reg_tmp14.yzxx, reg_tmp13.zxyy);
|
|
reg_tmp5 = fma_s(-reg_tmp13.yzxx, reg_tmp14.zxyy, reg_tmp5);
|
|
reg_tmp5.w = dot_3(reg_tmp5.xyz, reg_tmp5.xyz);
|
|
reg_tmp5.w = rsq_s(reg_tmp5.w);
|
|
reg_tmp5 = mul_s(reg_tmp5, reg_tmp5.wwww);
|
|
reg_tmp6.w = (reg_tmp14.zzzz + reg_tmp5.yyyy).w;
|
|
reg_tmp13 = mul_s(reg_tmp5.yzxx, reg_tmp14.zxyy);
|
|
reg_tmp13 = fma_s(-reg_tmp14.yzxx, reg_tmp5.zxyy, reg_tmp13);
|
|
reg_tmp6.w = (reg_tmp13.xxxx + reg_tmp6).w;
|
|
reg_tmp13.w = (reg_tmp5.zzzz).w;
|
|
reg_tmp5.z = (reg_tmp13.xxxx).z;
|
|
reg_tmp6.w = (uniforms.f[93].yyyy + reg_tmp6).w;
|
|
reg_tmp14.w = (reg_tmp5.xxxx).w;
|
|
reg_tmp5.x = (reg_tmp14.zzzz).x;
|
|
conditional_code = lessThan(uniforms.f[94].yy, reg_tmp6.ww);
|
|
reg_tmp6.x = (uniforms.f[93].yyyy).x;
|
|
reg_tmp6.y = (-uniforms.f[93].yyyy).y;
|
|
if (!conditional_code.x) {
|
|
{ jmp_to = 264u; break; }
|
|
}
|
|
reg_tmp7.xz = (reg_tmp13.wwyy + -reg_tmp14.yyww).xz;
|
|
reg_tmp7.y = (reg_tmp14.xxxx + -reg_tmp13.zzzz).y;
|
|
reg_tmp7.w = (reg_tmp6).w;
|
|
reg_tmp6 = vec4(dot_s(reg_tmp7, reg_tmp7));
|
|
reg_tmp6 = vec4(rsq_s(reg_tmp6.x));
|
|
reg_tmp0 = mul_s(reg_tmp7, reg_tmp6);
|
|
if (uniforms.b[0]) {
|
|
{ jmp_to = 302u; break; }
|
|
}
|
|
}
|
|
case 264u: {
|
|
conditional_code = greaterThan(reg_tmp5.zy, reg_tmp5.yx);
|
|
if (conditional_code.x) {
|
|
sub_12();
|
|
} else {
|
|
sub_17();
|
|
}
|
|
reg_tmp6 = vec4(dot_s(reg_tmp8, reg_tmp8));
|
|
reg_tmp6 = vec4(rsq_s(reg_tmp6.x));
|
|
reg_tmp0 = mul_s(reg_tmp8, reg_tmp6);
|
|
}
|
|
case 302u: {
|
|
vs_out_attr1 = reg_tmp0;
|
|
}
|
|
default: return false;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_12() {
|
|
if (conditional_code.y) {
|
|
sub_13();
|
|
} else {
|
|
sub_14();
|
|
}
|
|
reg_tmp8.w = (-reg_tmp8).w;
|
|
return false;
|
|
}
|
|
bool sub_13() {
|
|
reg_tmp8 = mul_s(reg_tmp13.yyzw, reg_tmp6.xxxy);
|
|
reg_tmp8.x = (uniforms.f[93].yyyy + -reg_tmp5.yyyy).x;
|
|
reg_tmp9 = reg_tmp5.zzzz + -reg_tmp5.xxxx;
|
|
reg_tmp8.yzw = (reg_tmp8 + reg_tmp14.wwxy).yzw;
|
|
reg_tmp8.x = (reg_tmp9 + reg_tmp8).x;
|
|
return false;
|
|
}
|
|
bool sub_14() {
|
|
conditional_code = greaterThan(reg_tmp5.zz, reg_tmp5.xx);
|
|
reg_tmp8 = mul_s(reg_tmp13.yyzw, reg_tmp6.xxxy);
|
|
reg_tmp8.x = (uniforms.f[93].yyyy + -reg_tmp5.yyyy).x;
|
|
if (conditional_code.x) {
|
|
sub_15();
|
|
} else {
|
|
sub_16();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_15() {
|
|
reg_tmp9 = reg_tmp5.zzzz + -reg_tmp5.xxxx;
|
|
reg_tmp8.yzw = (reg_tmp8 + reg_tmp14.wwxy).yzw;
|
|
reg_tmp8.x = (reg_tmp9 + reg_tmp8).x;
|
|
return false;
|
|
}
|
|
bool sub_16() {
|
|
reg_tmp8 = mul_s(reg_tmp13.zwwy, reg_tmp6.xxxy);
|
|
reg_tmp8.z = (uniforms.f[93].yyyy + -reg_tmp5.zzzz).z;
|
|
reg_tmp9 = reg_tmp5.xxxx + -reg_tmp5.yyyy;
|
|
reg_tmp8.xyw = (reg_tmp8 + reg_tmp14.xyyw).xyw;
|
|
reg_tmp8.z = (reg_tmp9 + reg_tmp8).z;
|
|
return false;
|
|
}
|
|
bool sub_17() {
|
|
if (conditional_code.y) {
|
|
sub_18();
|
|
} else {
|
|
sub_19();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_18() {
|
|
reg_tmp8 = mul_s(reg_tmp13.yywz, reg_tmp6.xxxy);
|
|
reg_tmp8.y = (uniforms.f[93].yyyy + -reg_tmp5.zzzz).y;
|
|
reg_tmp9 = reg_tmp5.yyyy + -reg_tmp5.xxxx;
|
|
reg_tmp8.xzw = (reg_tmp8 + reg_tmp14.wwyx).xzw;
|
|
reg_tmp8.y = (reg_tmp9 + reg_tmp8).y;
|
|
return false;
|
|
}
|
|
bool sub_19() {
|
|
reg_tmp8 = mul_s(reg_tmp13.zwwy, reg_tmp6.xxxy);
|
|
reg_tmp8.z = (uniforms.f[93].yyyy + -reg_tmp5.zzzz).z;
|
|
reg_tmp9 = reg_tmp5.xxxx + -reg_tmp5.yyyy;
|
|
reg_tmp8.xyw = (reg_tmp8 + reg_tmp14.xyyw).xyw;
|
|
reg_tmp8.z = (reg_tmp9 + reg_tmp8).z;
|
|
reg_tmp8.w = (-reg_tmp8).w;
|
|
return false;
|
|
}
|
|
bool sub_0() {
|
|
{
|
|
sub_1();
|
|
}
|
|
reg_tmp0.y = (uniforms.f[7].wwww).y;
|
|
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.xy);
|
|
reg_tmp9 = uniforms.f[21];
|
|
if (conditional_code.y) {
|
|
sub_30();
|
|
}
|
|
vs_out_attr3 = max(uniforms.f[93].xxxx, reg_tmp9);
|
|
return true;
|
|
}
|
|
bool sub_30() {
|
|
reg_tmp0 = mul_s(uniforms.f[7].wwww, vs_in_reg3);
|
|
if (uniforms.b[7]) {
|
|
sub_31();
|
|
}
|
|
reg_tmp9.xyz = (reg_tmp0.xyzz).xyz;
|
|
return false;
|
|
}
|
|
bool sub_31() {
|
|
reg_tmp9.w = (mul_s(reg_tmp9.wwww, reg_tmp0.wwww)).w;
|
|
return false;
|
|
}
|
|
// reference: 61D54168A55C119A, 2BA255B3A8F4491C
|
|
// shader: 8DD9, 8E9C0EB3868A00DF
|
|
|
|
layout(triangles) in;
|
|
layout(triangle_strip, max_vertices = 3) out;
|
|
|
|
out vec4 primary_color;
|
|
out vec2 texcoord0;
|
|
out vec2 texcoord1;
|
|
out vec2 texcoord2;
|
|
out float texcoord0_w;
|
|
out vec4 normquat;
|
|
out vec3 view;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
in vec4 vs_out_attr0[];
|
|
in vec4 vs_out_attr1[];
|
|
in vec4 vs_out_attr2[];
|
|
in vec4 vs_out_attr3[];
|
|
struct Vertex {
|
|
vec4 attributes[4];
|
|
};
|
|
|
|
vec4 GetVertexQuaternion(Vertex vtx) {
|
|
return vec4(vtx.attributes[1].x, vtx.attributes[1].y, vtx.attributes[1].z, vtx.attributes[1].w);
|
|
}
|
|
|
|
void EmitVtx(Vertex vtx, bool quats_opposite) {
|
|
vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
|
|
gl_Position = vtx_pos;
|
|
#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
gl_ClipDistance[0] = -vtx_pos.z;
|
|
gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
|
|
#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
|
|
vec4 vtx_quat = GetVertexQuaternion(vtx);
|
|
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
|
|
|
|
vec4 vtx_color = vec4(vtx.attributes[3].x, vtx.attributes[3].y, vtx.attributes[3].z, vtx.attributes[3].w);
|
|
primary_color = min(abs(vtx_color), vec4(1.0));
|
|
|
|
texcoord0 = vec2(0.0, 0.0);
|
|
texcoord1 = vec2(0.0, 0.0);
|
|
|
|
texcoord0_w = 0.0;
|
|
view = vec3(vtx.attributes[2].x, vtx.attributes[2].y, vtx.attributes[2].z);
|
|
texcoord2 = vec2(0.0, 0.0);
|
|
|
|
EmitVertex();
|
|
}
|
|
|
|
bool AreQuaternionsOpposite(vec4 qa, vec4 qb) {
|
|
return (dot(qa, qb) < 0.0);
|
|
}
|
|
|
|
void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) {
|
|
EmitVtx(vtx0, false);
|
|
EmitVtx(vtx1, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx1)));
|
|
EmitVtx(vtx2, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx2)));
|
|
EndPrimitive();
|
|
}
|
|
|
|
void main() {
|
|
Vertex prim_buffer[3];
|
|
prim_buffer[0].attributes = vec4[4](vs_out_attr0[0], vs_out_attr1[0], vs_out_attr2[0], vs_out_attr3[0]);
|
|
prim_buffer[1].attributes = vec4[4](vs_out_attr0[1], vs_out_attr1[1], vs_out_attr2[1], vs_out_attr3[1]);
|
|
prim_buffer[2].attributes = vec4[4](vs_out_attr0[2], vs_out_attr1[2], vs_out_attr2[2], vs_out_attr3[2]);
|
|
EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);
|
|
}
|
|
// reference: 3901EC4BEC56958E, 8E9C0EB3868A00DF
|
|
// shader: 8B30, C39F99245D3A5E36
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) + (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: D6D855BAF87DB2C9, C39F99245D3A5E36
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, C39F99245D3A5E36
|
|
// shader: 8B30, 3ED60F7A5F655AD4
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = 2.0 * (texcolor2).rgb - 1.0;
|
|
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) + (texcolor1.r), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 4.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) + (const_color[2].a) - 0.5, 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2 * 1.0, alpha_output_2 * 2.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: C07B7C8266034222, 3ED60F7A5F655AD4
|
|
// program: 75EE729B6800B695, 0D30074279C2FEED, 3ED60F7A5F655AD4
|
|
// shader: 8B30, 7DA6B7B47BEFEDC4
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = 2.0 * (texcolor2).rgb - 1.0;
|
|
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(half_vector)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) + (texcolor1.r), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 4.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) + (const_color[2].a) - 0.5, 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2 * 1.0, alpha_output_2 * 2.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: C07B7C8228D5597D, 7DA6B7B47BEFEDC4
|
|
// program: 75EE729B6800B695, 0D30074279C2FEED, 7DA6B7B47BEFEDC4
|
|
// shader: 8B30, 17A4DE836E937AF8
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((texcolor0.rgb) * (const_color[0].aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (const_color[1].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_2 = byteround(clamp((texcolor1.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[3].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: F09452433BEF708B, 17A4DE836E937AF8
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 17A4DE836E937AF8
|
|
// shader: 8B30, 5AAE15219FE8DE4F
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (const_color[2].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 859A0CDE48D6CC8F, 5AAE15219FE8DE4F
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 5AAE15219FE8DE4F
|
|
// shader: 8B30, 738C7014500BCC24
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = 2.0 * (texcolor1).rgb - 1.0;
|
|
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (const_color[5].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: DEE6DBE39F13B977, 738C7014500BCC24
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 738C7014500BCC24
|
|
// shader: 8B30, D23F0DD71105B964
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
geo_factor = dot(half_vector, half_vector);
|
|
geo_factor = geo_factor == 0.0 ? 0.0 : min(dot_product / geo_factor, 1.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) * geo_factor) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 2CD554AAA23B29E7, D23F0DD71105B964
|
|
// program: 6083E0861A876FA3, D7255673101445A5, D23F0DD71105B964
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 18D0C4488FED1891
|
|
// shader: 8B30, 77F868837B94A023
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 8886409718F960BF, 77F868837B94A023
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 77F868837B94A023
|
|
// shader: 8B30, 7974F3663498993D
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (rounded_primary_color.rgb);
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: E34A73D48DAF9D9C, 7974F3663498993D
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 7974F3663498993D
|
|
// reference: 980E4EE5F87DB2C9, C39F99245D3A5E36
|
|
// shader: 8B30, 1A8DE60DECF195C5
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = 2.0 * (texcolor2).rgb - 1.0;
|
|
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
geo_factor = dot(half_vector, half_vector);
|
|
geo_factor = geo_factor == 0.0 ? 0.0 : min(dot_product / geo_factor, 1.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) * geo_factor) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 72C20B3C20B65095, 1A8DE60DECF195C5
|
|
// program: 75EE729B6800B695, 0D30074279C2FEED, 1A8DE60DECF195C5
|
|
// shader: 8B30, 0FE3BBE11F62BCB2
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
geo_factor = dot(half_vector, half_vector);
|
|
geo_factor = geo_factor == 0.0 ? 0.0 : min(dot_product / geo_factor, 1.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) * geo_factor) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor1.rgb) * (const_color[3].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_4 = byteround(clamp((rounded_primary_color.rgb) * (const_color[4].rgb) + (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (const_color[5].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 834E92D1098A51DE, 0FE3BBE11F62BCB2
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 0FE3BBE11F62BCB2
|
|
// shader: 8B30, 83090B103E5CD8D4
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = 2.0 * (texcolor1).rgb - 1.0;
|
|
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (const_color[5].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 9030C0BC9F13B977, 83090B103E5CD8D4
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 83090B103E5CD8D4
|
|
// shader: 8B30, 96392D5226F47F42
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: E4D86C0B980D5DF6, 96392D5226F47F42
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 96392D5226F47F42
|
|
// shader: 8B30, 98E4805B321983CA
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = 2.0 * (texcolor2).rgb - 1.0;
|
|
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: DEE6DBE37099FCA5, 98E4805B321983CA
|
|
// program: 75EE729B6800B695, 0D30074279C2FEED, 98E4805B321983CA
|
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// shader: 8B30, 660BE5C3ED4D6072
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in vec4 primary_color;
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in vec2 texcoord0;
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in vec2 texcoord1;
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in vec2 texcoord2;
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in float texcoord0_w;
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in vec4 normquat;
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in vec3 view;
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#ifndef CITRA_GLES
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in vec4 gl_FragCoord;
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#endif // CITRA_GLES
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out vec4 color;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform samplerCube tex_cube;
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uniform samplerBuffer texture_buffer_lut_lf;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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#define NUM_TEV_STAGES 6
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layout (std140) uniform shader_data {
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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float shadow_bias_constant;
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float shadow_bias_linear;
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int scissor_x1;
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int scissor_y1;
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int scissor_x2;
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int scissor_y2;
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int fog_lut_offset;
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int proctex_noise_lut_offset;
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int proctex_color_map_offset;
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int proctex_alpha_map_offset;
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int proctex_lut_offset;
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int proctex_diff_lut_offset;
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float proctex_bias;
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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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vec2 proctex_noise_p;
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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vec4 clip_coef;
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};
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#define NUM_LIGHTS 8
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#define NUM_LIGHTING_SAMPLERS 24
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struct LightSrc {
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vec3 specular_0;
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vec3 specular_1;
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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vec3 spot_direction;
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float dist_atten_bias;
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float dist_atten_scale;
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};
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layout (std140) uniform shader_light_data {
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ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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float lut_scale_d0;
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float lut_scale_d1;
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float lut_scale_sp;
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float lut_scale_fr;
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float lut_scale_rb;
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float lut_scale_rg;
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float lut_scale_rr;
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int shadow_texture_bias;
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};
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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}
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float LookupLightingLUT(int lut_index, int index, float delta) {
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vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
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return entry.r + entry.g * delta;
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}
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float LookupLightingLUTUnsigned(int lut_index, float pos) {
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int index = clamp(int(pos * 256.0), 0, 255);
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float delta = pos * 256.0 - float(index);
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return LookupLightingLUT(lut_index, index, delta);
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}
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float LookupLightingLUTSigned(int lut_index, float pos) {
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int index = clamp(int(pos * 128.0), -128, 127);
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float delta = pos * 128.0 - float(index);
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if (index < 0) index += 256;
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return LookupLightingLUT(lut_index, index, delta);
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}
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float byteround(float x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec2 byteround(vec2 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec3 byteround(vec3 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec4 byteround(vec4 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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float getLod(vec2 coord) {
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vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
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return log2(max(d.x, d.y));
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}
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vec4 shadowTexture(vec2 uv, float w) {
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return vec4(1.0);
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}
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vec4 shadowTextureCube(vec2 uv, float w) {
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return vec4(1.0);
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}
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void main() {
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vec4 rounded_primary_color = byteround(primary_color);
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vec4 primary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
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float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
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float depth = z_over_w * depth_scale + depth_offset;
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vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
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vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
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vec3 light_vector = vec3(0.0);
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vec3 refl_value = vec3(0.0);
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vec3 spot_dir = vec3(0.0);
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vec3 half_vector = vec3(0.0);
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float dot_product = 0.0;
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float clamp_highlights = 1.0;
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float geo_factor = 1.0;
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vec3 surface_normal = vec3(0.0, 0.0, 1.0);
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vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
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vec4 normalized_normquat = normalize(normquat);
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vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
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vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
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vec4 shadow = vec4(1.0);
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light_vector = normalize(light_src[0].position);
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spot_dir = light_src[0].spot_direction;
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half_vector = normalize(view) + light_vector;
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dot_product = max(dot(light_vector, normal), 0.0);
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refl_value.r = 1.0;
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refl_value.g = refl_value.r;
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refl_value.b = refl_value.r;
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specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
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diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
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specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
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diffuse_sum.rgb += lighting_global_ambient;
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primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
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secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
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vec4 combiner_buffer = vec4(0.0);
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vec4 next_combiner_buffer = tev_combiner_buffer_color;
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vec4 last_tex_env_out = vec4(0.0);
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vec3 color_output_0 = byteround(clamp((texcolor0.rgb) * (const_color[0].aaa), vec3(0.0), vec3(1.0)));
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float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_0, alpha_output_0);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (const_color[1].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
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float alpha_output_1 = (last_tex_env_out.a);
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last_tex_env_out = vec4(color_output_1, alpha_output_1);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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next_combiner_buffer.rgb = last_tex_env_out.rgb;
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vec3 color_output_2 = byteround(clamp((vec3(1.0) - secondary_fragment_color.rgb) * (last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_2 = (last_tex_env_out.a);
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last_tex_env_out = vec4(color_output_2, alpha_output_2);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_3 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[3].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_3 = (last_tex_env_out.a);
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last_tex_env_out = vec4(color_output_3, alpha_output_3);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_4 = (last_tex_env_out.a);
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last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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float fog_index = depth * 128.0;
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int fog_i = int(fog_index);
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float fog_f = fract(fog_index);
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vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
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float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
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fog_factor = clamp(fog_factor, 0.0, 1.0);
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last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
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gl_FragDepth = depth;
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color = byteround(last_tex_env_out);
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}
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// reference: 3C1CFE2AC9BDE050, 660BE5C3ED4D6072
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// program: 6083E0861A876FA3, D7255673101445A5, 660BE5C3ED4D6072
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// shader: 8B30, 42F4B35CC823BC05
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in vec4 primary_color;
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in vec2 texcoord0;
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in vec2 texcoord1;
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in vec2 texcoord2;
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in float texcoord0_w;
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in vec4 normquat;
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in vec3 view;
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#ifndef CITRA_GLES
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in vec4 gl_FragCoord;
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#endif // CITRA_GLES
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out vec4 color;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform samplerCube tex_cube;
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uniform samplerBuffer texture_buffer_lut_lf;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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#define NUM_TEV_STAGES 6
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layout (std140) uniform shader_data {
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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float shadow_bias_constant;
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float shadow_bias_linear;
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int scissor_x1;
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int scissor_y1;
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int scissor_x2;
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int scissor_y2;
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int fog_lut_offset;
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int proctex_noise_lut_offset;
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int proctex_color_map_offset;
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int proctex_alpha_map_offset;
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int proctex_lut_offset;
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int proctex_diff_lut_offset;
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float proctex_bias;
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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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vec2 proctex_noise_p;
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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vec4 clip_coef;
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};
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#define NUM_LIGHTS 8
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#define NUM_LIGHTING_SAMPLERS 24
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struct LightSrc {
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vec3 specular_0;
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vec3 specular_1;
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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vec3 spot_direction;
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float dist_atten_bias;
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float dist_atten_scale;
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};
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layout (std140) uniform shader_light_data {
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ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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float lut_scale_d0;
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float lut_scale_d1;
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float lut_scale_sp;
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float lut_scale_fr;
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float lut_scale_rb;
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float lut_scale_rg;
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float lut_scale_rr;
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int shadow_texture_bias;
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};
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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}
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float LookupLightingLUT(int lut_index, int index, float delta) {
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vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
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return entry.r + entry.g * delta;
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}
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float LookupLightingLUTUnsigned(int lut_index, float pos) {
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int index = clamp(int(pos * 256.0), 0, 255);
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float delta = pos * 256.0 - float(index);
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return LookupLightingLUT(lut_index, index, delta);
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}
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float LookupLightingLUTSigned(int lut_index, float pos) {
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int index = clamp(int(pos * 128.0), -128, 127);
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float delta = pos * 128.0 - float(index);
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if (index < 0) index += 256;
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return LookupLightingLUT(lut_index, index, delta);
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}
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float byteround(float x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec2 byteround(vec2 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec3 byteround(vec3 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec4 byteround(vec4 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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float getLod(vec2 coord) {
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vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
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return log2(max(d.x, d.y));
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}
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vec4 shadowTexture(vec2 uv, float w) {
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return vec4(1.0);
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}
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vec4 shadowTextureCube(vec2 uv, float w) {
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return vec4(1.0);
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}
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void main() {
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vec4 rounded_primary_color = byteround(primary_color);
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vec4 primary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
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float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
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float depth = z_over_w * depth_scale + depth_offset;
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vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
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vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
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vec3 light_vector = vec3(0.0);
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vec3 refl_value = vec3(0.0);
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vec3 spot_dir = vec3(0.0);
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vec3 half_vector = vec3(0.0);
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float dot_product = 0.0;
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float clamp_highlights = 1.0;
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float geo_factor = 1.0;
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vec3 surface_normal = vec3(0.0, 0.0, 1.0);
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vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
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vec4 normalized_normquat = normalize(normquat);
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vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
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vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
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vec4 shadow = vec4(1.0);
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light_vector = normalize(light_src[0].position);
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spot_dir = light_src[0].spot_direction;
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half_vector = normalize(view) + light_vector;
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dot_product = max(dot(light_vector, normal), 0.0);
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refl_value.r = 1.0;
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refl_value.g = refl_value.r;
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refl_value.b = refl_value.r;
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specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
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diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
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specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
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diffuse_sum.rgb += lighting_global_ambient;
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primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
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secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
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vec4 combiner_buffer = vec4(0.0);
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vec4 next_combiner_buffer = tev_combiner_buffer_color;
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vec4 last_tex_env_out = vec4(0.0);
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vec3 color_output_0 = byteround(clamp((texcolor0.rgb) * (const_color[0].aaa), vec3(0.0), vec3(1.0)));
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float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_0, alpha_output_0);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (const_color[1].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
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float alpha_output_1 = (last_tex_env_out.a);
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last_tex_env_out = vec4(color_output_1, alpha_output_1);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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next_combiner_buffer.rgb = last_tex_env_out.rgb;
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vec3 color_output_2 = byteround(clamp((rounded_primary_color.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[3].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) + (const_color[5].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 3673D4BF854426C6, 42F4B35CC823BC05
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 42F4B35CC823BC05
|
|
// shader: 8B30, 86698ADDB82141FB
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((texcolor0.rgb) * (const_color[0].aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (const_color[1].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_2 = byteround(clamp((vec3(1.0) - secondary_fragment_color.rgb) * (last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[3].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 3C1CFE2A250A0B53, 86698ADDB82141FB
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 86698ADDB82141FB
|
|
// shader: 8B30, 3B9403B9B264317B
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 2D58B034C679DDE3, 3B9403B9B264317B
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 3B9403B9B264317B
|
|
// shader: 8B30, EC262496FDA81D5F
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((texcolor0.rgb) * (const_color[0].aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (const_color[1].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_2 = byteround(clamp((vec3(1.0) - secondary_fragment_color.rgb) * (last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[3].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 72CAE575C9BDE050, EC262496FDA81D5F
|
|
// program: 6083E0861A876FA3, D7255673101445A5, EC262496FDA81D5F
|
|
// shader: 8B30, 6EC5066522D2C8F0
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((texcolor0.rgb) * (const_color[0].aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (const_color[1].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_2 = byteround(clamp((texcolor1.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[3].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: A315C6523BEF708B, 6EC5066522D2C8F0
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 6EC5066522D2C8F0
|
|
// shader: 8B30, 801D508B09903734
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (secondary_fragment_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 1F43DBBB2687EB24, 801D508B09903734
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 801D508B09903734
|
|
// shader: 8B30, 85CBB6E166F04796
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
geo_factor = dot(half_vector, half_vector);
|
|
geo_factor = geo_factor == 0.0 ? 0.0 : min(dot_product / geo_factor, 1.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) * geo_factor) + (((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1) * geo_factor)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 453D2B6027F88D37, 85CBB6E166F04796
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 85CBB6E166F04796
|
|
// shader: 8B30, 9057D28797DC8643
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
geo_factor = dot(half_vector, half_vector);
|
|
geo_factor = geo_factor == 0.0 ? 0.0 : min(dot_product / geo_factor, 1.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) * geo_factor) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 7F54C0BBA23B29E7, 9057D28797DC8643
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 9057D28797DC8643
|
|
// reference: 72CAE575D59A7845, EC262496FDA81D5F
|
|
// shader: 8B30, 78C93B45230AA712
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
geo_factor = dot(half_vector, half_vector);
|
|
geo_factor = geo_factor == 0.0 ? 0.0 : min(dot_product / geo_factor, 1.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((light_src[0].specular_0) * geo_factor) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 463B6569336B75F1, 78C93B45230AA712
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 78C93B45230AA712
|
|
// shader: 8B30, 35C2BCCDC2FFE3E5
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (primary_fragment_color.rgb);
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: E0788D195D3D4EA5, 35C2BCCDC2FFE3E5
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 35C2BCCDC2FFE3E5
|
|
// shader: 8B30, FD257431C8AD52DF
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: E0788D19FF9A8C0D, FD257431C8AD52DF
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, FD257431C8AD52DF
|
|
// shader: 8B30, 3DA73B04284B5EF4
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 87752AE8B1B660A6, 3DA73B04284B5EF4
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 3DA73B04284B5EF4
|
|
// shader: 8B31, CA200C7570C0B3E4
|
|
|
|
#define mul_s(x, y) mix(x * y, vec4(0.0), isnan(x * y))
|
|
#define fma_s(x, y, z) (mix(x * y, vec4(0.0), isnan(x * y)) + z)
|
|
float rcp_s(float x) {
|
|
if (x == 0.0) return x;
|
|
return 1.0 / x;
|
|
}
|
|
float rsq_s(float x) {
|
|
if (x > 0.0) return inversesqrt(x);
|
|
return 0.0;
|
|
}
|
|
#define dot_s(x, y) dot(x, y)
|
|
#define dot_3(x, y) dot(x, y)
|
|
|
|
struct pica_uniforms {
|
|
bool b[16];
|
|
uvec4 i[4];
|
|
vec4 f[96];
|
|
};
|
|
|
|
bool exec_shader();
|
|
|
|
#define uniforms vs_uniforms
|
|
layout (std140) uniform vs_config {
|
|
pica_uniforms uniforms;
|
|
};
|
|
layout(location = 0) in vec4 vs_in_reg0;
|
|
layout(location = 1) in vec4 vs_in_reg1;
|
|
layout(location = 2) in vec4 vs_in_reg2;
|
|
|
|
out vec4 vs_out_attr0;
|
|
out vec4 vs_out_attr1;
|
|
out vec4 vs_out_attr2;
|
|
|
|
void main() {
|
|
vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
exec_shader();
|
|
}
|
|
bvec2 conditional_code = bvec2(false);
|
|
ivec3 address_registers = ivec3(0);
|
|
vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
bool sub_0();
|
|
|
|
bool exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_0() {
|
|
reg_tmp14 = uniforms.f[83].xxxz;
|
|
reg_tmp14.xyz = (vs_in_reg0.xyzz).xyz;
|
|
reg_tmp15.x = dot_s(uniforms.f[0], reg_tmp14);
|
|
reg_tmp15.y = dot_s(uniforms.f[1], reg_tmp14);
|
|
reg_tmp15.z = dot_s(uniforms.f[2], reg_tmp14);
|
|
reg_tmp15.w = dot_s(uniforms.f[3], reg_tmp14);
|
|
reg_tmp14.x = dot_s(uniforms.f[4], reg_tmp15);
|
|
reg_tmp14.y = dot_s(uniforms.f[5], reg_tmp15);
|
|
reg_tmp14.z = dot_s(uniforms.f[6], reg_tmp15);
|
|
reg_tmp14.w = dot_s(uniforms.f[7], reg_tmp15);
|
|
vs_out_attr0 = reg_tmp14;
|
|
reg_tmp13 = mul_s(uniforms.f[9], vs_in_reg2.xxxx);
|
|
reg_tmp12 = uniforms.f[83].zzzz + -vs_in_reg2.xxxx;
|
|
vs_out_attr1 = fma_s(reg_tmp12.xxxx, uniforms.f[8], reg_tmp13);
|
|
reg_tmp11.xy = (mul_s(uniforms.f[11].xyyy, vs_in_reg1.xyyy)).xy;
|
|
reg_tmp11.xy = (uniforms.f[10].xyyy + reg_tmp11.xyyy).xy;
|
|
vs_out_attr2.w = (uniforms.f[83].zzzz).w;
|
|
vs_out_attr2 = reg_tmp11.xyyy;
|
|
return true;
|
|
}
|
|
// reference: 92EE56F1225D4637, CA200C7570C0B3E4
|
|
// shader: 8DD9, 5BF5E21F212634DF
|
|
|
|
layout(triangles) in;
|
|
layout(triangle_strip, max_vertices = 3) out;
|
|
|
|
out vec4 primary_color;
|
|
out vec2 texcoord0;
|
|
out vec2 texcoord1;
|
|
out vec2 texcoord2;
|
|
out float texcoord0_w;
|
|
out vec4 normquat;
|
|
out vec3 view;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
in vec4 vs_out_attr0[];
|
|
in vec4 vs_out_attr1[];
|
|
in vec4 vs_out_attr2[];
|
|
struct Vertex {
|
|
vec4 attributes[3];
|
|
};
|
|
|
|
vec4 GetVertexQuaternion(Vertex vtx) {
|
|
return vec4(0.0, 0.0, 0.0, 0.0);
|
|
}
|
|
|
|
void EmitVtx(Vertex vtx, bool quats_opposite) {
|
|
vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
|
|
gl_Position = vtx_pos;
|
|
#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
gl_ClipDistance[0] = -vtx_pos.z;
|
|
gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
|
|
#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
|
|
vec4 vtx_quat = GetVertexQuaternion(vtx);
|
|
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
|
|
|
|
vec4 vtx_color = vec4(vtx.attributes[1].x, vtx.attributes[1].y, vtx.attributes[1].z, vtx.attributes[1].w);
|
|
primary_color = min(abs(vtx_color), vec4(1.0));
|
|
|
|
texcoord0 = vec2(vtx.attributes[2].x, vtx.attributes[2].y);
|
|
texcoord1 = vec2(0.0, 0.0);
|
|
|
|
texcoord0_w = vtx.attributes[2].w;
|
|
view = vec3(0.0, 0.0, 0.0);
|
|
texcoord2 = vec2(0.0, 0.0);
|
|
|
|
EmitVertex();
|
|
}
|
|
|
|
bool AreQuaternionsOpposite(vec4 qa, vec4 qb) {
|
|
return (dot(qa, qb) < 0.0);
|
|
}
|
|
|
|
void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) {
|
|
EmitVtx(vtx0, false);
|
|
EmitVtx(vtx1, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx1)));
|
|
EmitVtx(vtx2, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx2)));
|
|
EndPrimitive();
|
|
}
|
|
|
|
void main() {
|
|
Vertex prim_buffer[3];
|
|
prim_buffer[0].attributes = vec4[3](vs_out_attr0[0], vs_out_attr1[0], vs_out_attr2[0]);
|
|
prim_buffer[1].attributes = vec4[3](vs_out_attr0[1], vs_out_attr1[1], vs_out_attr2[1]);
|
|
prim_buffer[2].attributes = vec4[3](vs_out_attr0[2], vs_out_attr1[2], vs_out_attr2[2]);
|
|
EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);
|
|
}
|
|
// reference: 5C45BEE5334A19B0, 5BF5E21F212634DF
|
|
// shader: 8B30, EF5FAC7F0A0360E3
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (rounded_primary_color.rgb);
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: E14CE0A44A4476CD, EF5FAC7F0A0360E3
|
|
// program: CA200C7570C0B3E4, 5BF5E21F212634DF, EF5FAC7F0A0360E3
|
|
// shader: 8B30, 9D09D3376438E216
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (secondary_fragment_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 5195C0E42687EB24, 9D09D3376438E216
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 9D09D3376438E216
|
|
// shader: 8B30, F8F65D1B390F8E3B
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((texcolor0.rgb) + (const_color[1].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (secondary_fragment_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: B8837C80A0F8745E, F8F65D1B390F8E3B
|
|
// program: 6083E0861A876FA3, D7255673101445A5, F8F65D1B390F8E3B
|
|
// shader: 8B30, 7CEF16CFED92CEA0
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor1.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 2D58B034206D7A56, 7CEF16CFED92CEA0
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 7CEF16CFED92CEA0
|
|
// reference: 8641475585CCB595, EF5FAC7F0A0360E3
|
|
// shader: 8B30, 85A34F232FA93328
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - combiner_buffer.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 9D8D1FC5755EACE1, 85A34F232FA93328
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 85A34F232FA93328
|
|
// shader: 8B30, 2842045E3B0920B9
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - combiner_buffer.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 9D8D1FC5988B188C, 2842045E3B0920B9
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 2842045E3B0920B9
|
|
// shader: 8B30, 9301EDFB7BB01156
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 92B91DC716462D8D, 9301EDFB7BB01156
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 9301EDFB7BB01156
|
|
// shader: 8B30, 4A59BA7EC5D6661B
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 5D21F93897B93B37, 4A59BA7EC5D6661B
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 4A59BA7EC5D6661B
|
|
// reference: 025EA929E2610232, 10DAC958DD531780
|
|
// reference: 77A22CCCDD9DA89E, B4480A993DC5BC4B
|
|
// reference: 06C4F1A921743AA2, 7348B6F6EC4E2D18
|
|
// reference: 58D3AE3FA3F943D0, 18D0C4488FED1891
|
|
// reference: 50A46ADD4914A6B8, 76B7BEA55A4C9CA2
|
|
// reference: 2CD554AA4F4EA8D3, B07EACB7022B7C3B
|
|
// reference: 859A0CDE6FA3AA85, BA42556094E57C81
|
|
// reference: 888640974F4EA8D3, C4D6751C8FFE8E28
|
|
// reference: A297E594BFDEDBC5, A2658537B5FA44E3
|
|
// reference: D6D855BAF9BFD8FE, C39F99245D3A5E36
|
|
// reference: C07B7C8267C12815, 3ED60F7A5F655AD4
|
|
// reference: C07B7C822917334A, 7DA6B7B47BEFEDC4
|
|
// reference: F09452433A2D1ABC, 17A4DE836E937AF8
|
|
// reference: 859A0CDE4914A6B8, 5AAE15219FE8DE4F
|
|
// reference: DEE6DBE39ED1D340, 738C7014500BCC24
|
|
// reference: 2CD554AAA3F943D0, D23F0DD71105B964
|
|
// reference: 88864097193B0A88, 77F868837B94A023
|
|
// reference: E34A73D48C6DF7AB, 7974F3663498993D
|
|
// reference: 980E4EE5F9BFD8FE, C39F99245D3A5E36
|
|
// reference: 72C20B3C21743AA2, 1A8DE60DECF195C5
|
|
// reference: 834E92D108483BE9, 0FE3BBE11F62BCB2
|
|
// reference: 9030C0BC9ED1D340, 83090B103E5CD8D4
|
|
// reference: E4D86C0B99CF37C1, 96392D5226F47F42
|
|
// reference: DEE6DBE3715B9692, 98E4805B321983CA
|
|
// reference: 3C1CFE2AC87F8A67, 660BE5C3ED4D6072
|
|
// reference: 3673D4BF84864CF1, 42F4B35CC823BC05
|
|
// reference: 3C1CFE2A24C86164, 86698ADDB82141FB
|
|
// reference: 2D58B034C7BBB7D4, 3B9403B9B264317B
|
|
// reference: 72CAE575C87F8A67, EC262496FDA81D5F
|
|
// reference: A315C6523A2D1ABC, 6EC5066522D2C8F0
|
|
// reference: 1F43DBBB27458113, 801D508B09903734
|
|
// reference: 453D2B60263AE700, 85CBB6E166F04796
|
|
// reference: 7F54C0BBA3F943D0, 9057D28797DC8643
|
|
// reference: 72CAE575D4581272, EC262496FDA81D5F
|
|
// reference: 463B656932A91FC6, 78C93B45230AA712
|
|
// reference: E0788D195CFF2492, 35C2BCCDC2FFE3E5
|
|
// reference: E0788D19FE58E63A, FD257431C8AD52DF
|
|
// reference: 87752AE8B0740A91, 3DA73B04284B5EF4
|
|
// reference: E14CE0A44B861CFA, EF5FAC7F0A0360E3
|
|
// reference: 5195C0E427458113, 9D09D3376438E216
|
|
// reference: B8837C80A13A1E69, F8F65D1B390F8E3B
|
|
// reference: 2D58B03421AF1061, 7CEF16CFED92CEA0
|
|
// reference: 86414755840EDFA2, EF5FAC7F0A0360E3
|
|
// reference: 9D8D1FC5749CC6D6, 85A34F232FA93328
|
|
// reference: 9D8D1FC5994972BB, 2842045E3B0920B9
|
|
// shader: 8B30, F2867DF9510C44FD
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: E1CBF39616462D8D, F2867DF9510C44FD
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, F2867DF9510C44FD
|
|
// shader: 8B31, 5900633826961176
|
|
|
|
#define mul_s(x, y) mix(x * y, vec4(0.0), isnan(x * y))
|
|
#define fma_s(x, y, z) (mix(x * y, vec4(0.0), isnan(x * y)) + z)
|
|
float rcp_s(float x) {
|
|
if (x == 0.0) return x;
|
|
return 1.0 / x;
|
|
}
|
|
float rsq_s(float x) {
|
|
if (x > 0.0) return inversesqrt(x);
|
|
return 0.0;
|
|
}
|
|
#define dot_s(x, y) dot(x, y)
|
|
#define dot_3(x, y) dot(x, y)
|
|
|
|
struct pica_uniforms {
|
|
bool b[16];
|
|
uvec4 i[4];
|
|
vec4 f[96];
|
|
};
|
|
|
|
bool exec_shader();
|
|
|
|
#define uniforms vs_uniforms
|
|
layout (std140) uniform vs_config {
|
|
pica_uniforms uniforms;
|
|
};
|
|
layout(location = 0) in vec4 vs_in_reg0;
|
|
layout(location = 1) in vec4 vs_in_reg1;
|
|
|
|
out vec4 vs_out_attr0;
|
|
out vec4 vs_out_attr1;
|
|
out vec4 vs_out_attr2;
|
|
out vec4 vs_out_attr3;
|
|
out vec4 vs_out_attr4;
|
|
|
|
void main() {
|
|
vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr3 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr4 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
exec_shader();
|
|
}
|
|
bvec2 conditional_code = bvec2(false);
|
|
ivec3 address_registers = ivec3(0);
|
|
vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
bool sub_0();
|
|
bool sub_1();
|
|
bool sub_2();
|
|
bool sub_3();
|
|
bool sub_4();
|
|
bool sub_5();
|
|
bool sub_6();
|
|
bool sub_7();
|
|
bool sub_8();
|
|
bool sub_9();
|
|
bool sub_10();
|
|
|
|
bool exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_0() {
|
|
address_registers.y = (ivec2(uniforms.f[5].ww)).y;
|
|
reg_tmp6 = uniforms.f[0 + address_registers.y];
|
|
address_registers.x = (ivec2(vs_in_reg1.zz)).x;
|
|
reg_tmp14 = uniforms.f[84].xxxz;
|
|
reg_tmp15 = uniforms.f[84].xxxz;
|
|
reg_tmp10 = uniforms.f[84].xxxz;
|
|
reg_tmp11 = uniforms.f[84].xxxz;
|
|
address_registers.y = (ivec2(uniforms.f[8 + address_registers.x].ww)).y;
|
|
reg_tmp12.xy = (uniforms.f[4].xyyy + vs_in_reg0.xyyy).xy;
|
|
reg_tmp12.z = (uniforms.f[84].xxxx).z;
|
|
reg_tmp13.xyz = (mul_s(uniforms.f[9 + address_registers.x].zwww, reg_tmp12.xyzz)).xyz;
|
|
reg_tmp10.x = (reg_tmp13.xxxx).x;
|
|
reg_tmp12 = uniforms.f[85].xxxx;
|
|
conditional_code = equal(uniforms.f[4].zz, reg_tmp12.xy);
|
|
if (any(conditional_code)) {
|
|
sub_1();
|
|
} else {
|
|
sub_2();
|
|
}
|
|
reg_tmp11.x = dot_3(uniforms.f[11 + address_registers.x].xyz, reg_tmp10.xyz);
|
|
reg_tmp11.y = dot_3(uniforms.f[12 + address_registers.x].xyz, reg_tmp10.xyz);
|
|
reg_tmp11.z = dot_3(uniforms.f[13 + address_registers.x].xyz, reg_tmp10.xyz);
|
|
reg_tmp12 = uniforms.f[84].wwww;
|
|
conditional_code = greaterThanEqual(uniforms.f[4].zz, reg_tmp12.xy);
|
|
if (any(conditional_code)) {
|
|
sub_3();
|
|
} else {
|
|
sub_10();
|
|
}
|
|
reg_tmp15.xyz = (uniforms.f[8 + address_registers.x].xyzz + reg_tmp10.xyzz).xyz;
|
|
reg_tmp14.x = dot_s(uniforms.f[90], reg_tmp15);
|
|
reg_tmp14.y = dot_s(uniforms.f[91], reg_tmp15);
|
|
reg_tmp14.z = dot_s(uniforms.f[92], reg_tmp15);
|
|
reg_tmp14.w = (uniforms.f[84].zzzz).w;
|
|
vs_out_attr0.x = dot_s(uniforms.f[86], reg_tmp14);
|
|
vs_out_attr0.y = dot_s(uniforms.f[87], reg_tmp14);
|
|
vs_out_attr0.z = dot_s(uniforms.f[88], reg_tmp14);
|
|
vs_out_attr0.w = dot_s(uniforms.f[89], reg_tmp14);
|
|
vs_out_attr4 = -reg_tmp14;
|
|
vs_out_attr1.x = (uniforms.f[11 + address_registers.x].wwww).x;
|
|
vs_out_attr1.y = (uniforms.f[12 + address_registers.x].wwww).y;
|
|
vs_out_attr1.z = (uniforms.f[13 + address_registers.x].wwww).z;
|
|
vs_out_attr1.w = (uniforms.f[9 + address_registers.x].yyyy).w;
|
|
reg_tmp10.xy = (mul_s(uniforms.f[10 + address_registers.x].zwww, vs_in_reg1.xyyy)).xy;
|
|
reg_tmp11.xy = (uniforms.f[10 + address_registers.x].xyyy + reg_tmp10.xyyy).xy;
|
|
vs_out_attr2.x = (reg_tmp11.xxxx).x;
|
|
vs_out_attr2.y = (uniforms.f[84].zzzz + -reg_tmp11.yyyy).y;
|
|
vs_out_attr2.zw = (uniforms.f[84].zzzz).zw;
|
|
vs_out_attr3 = uniforms.f[84].xxxz;
|
|
return true;
|
|
}
|
|
bool sub_1() {
|
|
reg_tmp10.y = (uniforms.f[84].xxxx).y;
|
|
reg_tmp10.z = (mul_s(uniforms.f[85].zzzz, reg_tmp13.yyyy)).z;
|
|
return false;
|
|
}
|
|
bool sub_2() {
|
|
reg_tmp10.y = (reg_tmp13.yyyy).y;
|
|
reg_tmp10.z = (uniforms.f[84].xxxx).z;
|
|
return false;
|
|
}
|
|
bool sub_3() {
|
|
reg_tmp13 = uniforms.f[0 + address_registers.y];
|
|
reg_tmp10.x = dot_3(reg_tmp13.xyz, reg_tmp13.xyz);
|
|
conditional_code = greaterThanEqual(uniforms.f[85].yy, reg_tmp10.xx);
|
|
if (conditional_code.x) {
|
|
sub_4();
|
|
} else {
|
|
sub_5();
|
|
}
|
|
reg_tmp12.xyz = (reg_tmp6).xyz;
|
|
reg_tmp13.xyz = (mul_s(reg_tmp12.yzxx, reg_tmp8.zxyy)).xyz;
|
|
reg_tmp13.xyz = (fma_s(-reg_tmp8.yzxx, reg_tmp12.zxyy, reg_tmp13)).xyz;
|
|
reg_tmp10.x = dot_3(reg_tmp13.xyz, reg_tmp13.xyz);
|
|
conditional_code = greaterThanEqual(uniforms.f[85].yy, reg_tmp10.xx);
|
|
if (conditional_code.x) {
|
|
sub_6();
|
|
} else {
|
|
sub_7();
|
|
}
|
|
reg_tmp12.xyz = (mul_s(reg_tmp7.yzxx, reg_tmp8.zxyy)).xyz;
|
|
reg_tmp12.xyz = (fma_s(-reg_tmp8.yzxx, reg_tmp7.zxyy, reg_tmp12)).xyz;
|
|
reg_tmp10.x = dot_3(reg_tmp12.xyz, reg_tmp12.xyz);
|
|
conditional_code = greaterThanEqual(uniforms.f[85].yy, reg_tmp10.xx);
|
|
if (conditional_code.x) {
|
|
sub_8();
|
|
} else {
|
|
sub_9();
|
|
}
|
|
reg_tmp10.xyz = (mul_s(reg_tmp11.xxxx, reg_tmp7.xyzz)).xyz;
|
|
reg_tmp10.xyz = (fma_s(reg_tmp11.yyyy, reg_tmp8.xyzz, reg_tmp10.xyzz)).xyz;
|
|
reg_tmp10.xyz = (fma_s(reg_tmp11.zzzz, reg_tmp9.xyzz, reg_tmp10.xyzz)).xyz;
|
|
return false;
|
|
}
|
|
bool sub_4() {
|
|
reg_tmp8.xyz = (uniforms.f[84].xxxx).xyz;
|
|
return false;
|
|
}
|
|
bool sub_5() {
|
|
reg_tmp10.x = rsq_s(reg_tmp10.x);
|
|
reg_tmp8.xyz = (mul_s(uniforms.f[0 + address_registers.y].xyzz, reg_tmp10.xxxx)).xyz;
|
|
return false;
|
|
}
|
|
bool sub_6() {
|
|
reg_tmp7.xyz = (uniforms.f[84].xxxx).xyz;
|
|
return false;
|
|
}
|
|
bool sub_7() {
|
|
reg_tmp10.x = rsq_s(reg_tmp10.x);
|
|
reg_tmp7.xyz = (mul_s(reg_tmp13.xyzz, reg_tmp10.xxxx)).xyz;
|
|
return false;
|
|
}
|
|
bool sub_8() {
|
|
reg_tmp9.xyz = (uniforms.f[84].xxxx).xyz;
|
|
return false;
|
|
}
|
|
bool sub_9() {
|
|
reg_tmp10.x = rsq_s(reg_tmp10.x);
|
|
reg_tmp9.xyz = (mul_s(reg_tmp12.xyzz, reg_tmp10.xxxx)).xyz;
|
|
return false;
|
|
}
|
|
bool sub_10() {
|
|
reg_tmp10.x = dot_3(uniforms.f[0 + address_registers.y].xyz, reg_tmp11.xyz);
|
|
reg_tmp10.y = dot_3(uniforms.f[1 + address_registers.y].xyz, reg_tmp11.xyz);
|
|
reg_tmp10.z = dot_3(uniforms.f[2 + address_registers.y].xyz, reg_tmp11.xyz);
|
|
return false;
|
|
}
|
|
// reference: 0E1F352D6C027DC6, 5900633826961176
|
|
// shader: 8DD9, 24CFA9CD0C9C43C4
|
|
|
|
layout(triangles) in;
|
|
layout(triangle_strip, max_vertices = 3) out;
|
|
|
|
out vec4 primary_color;
|
|
out vec2 texcoord0;
|
|
out vec2 texcoord1;
|
|
out vec2 texcoord2;
|
|
out float texcoord0_w;
|
|
out vec4 normquat;
|
|
out vec3 view;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
in vec4 vs_out_attr0[];
|
|
in vec4 vs_out_attr1[];
|
|
in vec4 vs_out_attr2[];
|
|
in vec4 vs_out_attr3[];
|
|
in vec4 vs_out_attr4[];
|
|
struct Vertex {
|
|
vec4 attributes[5];
|
|
};
|
|
|
|
vec4 GetVertexQuaternion(Vertex vtx) {
|
|
return vec4(vtx.attributes[3].x, vtx.attributes[3].y, vtx.attributes[3].z, vtx.attributes[3].w);
|
|
}
|
|
|
|
void EmitVtx(Vertex vtx, bool quats_opposite) {
|
|
vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
|
|
gl_Position = vtx_pos;
|
|
#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
gl_ClipDistance[0] = -vtx_pos.z;
|
|
gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
|
|
#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
|
|
vec4 vtx_quat = GetVertexQuaternion(vtx);
|
|
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
|
|
|
|
vec4 vtx_color = vec4(vtx.attributes[1].x, vtx.attributes[1].y, vtx.attributes[1].z, vtx.attributes[1].w);
|
|
primary_color = min(abs(vtx_color), vec4(1.0));
|
|
|
|
texcoord0 = vec2(vtx.attributes[2].x, vtx.attributes[2].y);
|
|
texcoord1 = vec2(0.0, 0.0);
|
|
|
|
texcoord0_w = 0.0;
|
|
view = vec3(vtx.attributes[4].x, vtx.attributes[4].y, vtx.attributes[4].z);
|
|
texcoord2 = vec2(0.0, 0.0);
|
|
|
|
EmitVertex();
|
|
}
|
|
|
|
bool AreQuaternionsOpposite(vec4 qa, vec4 qb) {
|
|
return (dot(qa, qb) < 0.0);
|
|
}
|
|
|
|
void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) {
|
|
EmitVtx(vtx0, false);
|
|
EmitVtx(vtx1, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx1)));
|
|
EmitVtx(vtx2, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx2)));
|
|
EndPrimitive();
|
|
}
|
|
|
|
void main() {
|
|
Vertex prim_buffer[3];
|
|
prim_buffer[0].attributes = vec4[5](vs_out_attr0[0], vs_out_attr1[0], vs_out_attr2[0], vs_out_attr3[0], vs_out_attr4[0]);
|
|
prim_buffer[1].attributes = vec4[5](vs_out_attr0[1], vs_out_attr1[1], vs_out_attr2[1], vs_out_attr3[1], vs_out_attr4[1]);
|
|
prim_buffer[2].attributes = vec4[5](vs_out_attr0[2], vs_out_attr1[2], vs_out_attr2[2], vs_out_attr3[2], vs_out_attr4[2]);
|
|
EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);
|
|
}
|
|
// reference: 8D2B248358E40AB0, 24CFA9CD0C9C43C4
|
|
// shader: 8B30, 8E41A88999074485
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: CE312E6855E2EB09, 8E41A88999074485
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 8E41A88999074485
|
|
// shader: 8B30, D73F5620BE85AD8E
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 104EEE6A915C53DA, D73F5620BE85AD8E
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D73F5620BE85AD8E
|
|
// shader: 8B30, DB868687F483662E
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: DFD60A9510A34560, DB868687F483662E
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, DB868687F483662E
|
|
// reference: CE312E685420813E, 8E41A88999074485
|
|
// shader: 8B30, 81528D135F62E19F
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 633C003B915C53DA, 81528D135F62E19F
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 81528D135F62E19F
|
|
// reference: 404BCA6DEFF71BB4, 5900633826961176
|
|
// shader: 8B30, 6F900C7FE71FB96D
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 9DB0BA7955E2EB09, 6F900C7FE71FB96D
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 6F900C7FE71FB96D
|
|
// reference: 9DB0BA795420813E, 6F900C7FE71FB96D
|
|
// shader: 8B30, 938D0DF48702C566
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (vec3(1.0) - texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 86CB841BFEEF3157, 938D0DF48702C566
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 938D0DF48702C566
|
|
// reference: 86CB841BFF2D5B60, 938D0DF48702C566
|
|
// shader: 8B30, BF779435CEA18D2E
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 83E145330BDEB57B, BF779435CEA18D2E
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, BF779435CEA18D2E
|
|
// reference: 83E145330A1CDF4C, BF779435CEA18D2E
|
|
// shader: 8B31, D7D21C52ABD1726F
|
|
|
|
#define mul_s(x, y) mix(x * y, vec4(0.0), isnan(x * y))
|
|
#define fma_s(x, y, z) (mix(x * y, vec4(0.0), isnan(x * y)) + z)
|
|
float rcp_s(float x) {
|
|
if (x == 0.0) return x;
|
|
return 1.0 / x;
|
|
}
|
|
float rsq_s(float x) {
|
|
if (x > 0.0) return inversesqrt(x);
|
|
return 0.0;
|
|
}
|
|
#define dot_s(x, y) dot(x, y)
|
|
#define dot_3(x, y) dot(x, y)
|
|
|
|
struct pica_uniforms {
|
|
bool b[16];
|
|
uvec4 i[4];
|
|
vec4 f[96];
|
|
};
|
|
|
|
bool exec_shader();
|
|
|
|
#define uniforms vs_uniforms
|
|
layout (std140) uniform vs_config {
|
|
pica_uniforms uniforms;
|
|
};
|
|
layout(location = 0) in vec4 vs_in_reg0;
|
|
layout(location = 1) in vec4 vs_in_reg1;
|
|
layout(location = 2) in vec4 vs_in_reg2;
|
|
|
|
out vec4 vs_out_attr0;
|
|
out vec4 vs_out_attr1;
|
|
out vec4 vs_out_attr2;
|
|
|
|
void main() {
|
|
vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
exec_shader();
|
|
}
|
|
bvec2 conditional_code = bvec2(false);
|
|
ivec3 address_registers = ivec3(0);
|
|
vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
bool sub_0();
|
|
bool sub_1();
|
|
bool sub_2();
|
|
bool sub_3();
|
|
bool sub_4();
|
|
|
|
bool exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_0() {
|
|
reg_tmp0.w = (uniforms.f[85].zzzz).w;
|
|
reg_tmp1.w = (uniforms.f[85].zzzz).w;
|
|
reg_tmp10 = uniforms.f[85].xxxx;
|
|
conditional_code = equal(uniforms.f[13].ww, reg_tmp10.xy);
|
|
if (conditional_code.x) {
|
|
sub_1();
|
|
} else {
|
|
sub_4();
|
|
}
|
|
reg_tmp1.x = dot_s(uniforms.f[90], reg_tmp0);
|
|
reg_tmp1.y = dot_s(uniforms.f[91], reg_tmp0);
|
|
reg_tmp1.z = dot_s(uniforms.f[92], reg_tmp0);
|
|
vs_out_attr0.x = dot_s(uniforms.f[86], reg_tmp1);
|
|
vs_out_attr0.y = dot_s(uniforms.f[87], reg_tmp1);
|
|
vs_out_attr0.z = dot_s(uniforms.f[88], reg_tmp1);
|
|
vs_out_attr0.w = dot_s(uniforms.f[89], reg_tmp1);
|
|
reg_tmp10.xy = (mul_s(uniforms.f[12].xyyy, vs_in_reg1.xyyy)).xy;
|
|
reg_tmp11.xy = (uniforms.f[12].zwww + reg_tmp10.xyyy).xy;
|
|
vs_out_attr1.x = (reg_tmp11.xxxx).x;
|
|
vs_out_attr1.y = (uniforms.f[85].zzzz + -reg_tmp11.yyyy).y;
|
|
vs_out_attr1.zw = (uniforms.f[85].zzzz).zw;
|
|
vs_out_attr2.xyz = (uniforms.f[13].xyzz).xyz;
|
|
vs_out_attr2.w = (vs_in_reg1.zzzz).w;
|
|
return true;
|
|
}
|
|
bool sub_1() {
|
|
reg_tmp13.xyz = (mul_s(-uniforms.f[3].yzxx, vs_in_reg2.zxyy)).xyz;
|
|
reg_tmp13.xyz = (fma_s(vs_in_reg2.yzxx, uniforms.f[3].zxyy, reg_tmp13)).xyz;
|
|
reg_tmp11.x = dot_3(reg_tmp13.xyz, reg_tmp13.xyz);
|
|
conditional_code = greaterThanEqual(uniforms.f[84].yy, reg_tmp11.xx);
|
|
if (conditional_code.x) {
|
|
sub_2();
|
|
} else {
|
|
sub_3();
|
|
}
|
|
reg_tmp14.xyz = (mul_s(reg_tmp13.xyzz, reg_tmp11.xxxx)).xyz;
|
|
reg_tmp10 = vs_in_reg2.wwww;
|
|
reg_tmp0.xyz = (fma_s(reg_tmp14.xyzz, reg_tmp10.xyzz, vs_in_reg0.xyzz)).xyz;
|
|
return false;
|
|
}
|
|
bool sub_2() {
|
|
reg_tmp11.x = (uniforms.f[85].xxxx).x;
|
|
return false;
|
|
}
|
|
bool sub_3() {
|
|
reg_tmp11.x = rsq_s(reg_tmp11.x);
|
|
return false;
|
|
}
|
|
bool sub_4() {
|
|
reg_tmp0.xyz = (vs_in_reg0).xyz;
|
|
return false;
|
|
}
|
|
// reference: 15968C73A652BAB9, D7D21C52ABD1726F
|
|
// shader: 8DD9, 86F5543306698380
|
|
|
|
layout(triangles) in;
|
|
layout(triangle_strip, max_vertices = 3) out;
|
|
|
|
out vec4 primary_color;
|
|
out vec2 texcoord0;
|
|
out vec2 texcoord1;
|
|
out vec2 texcoord2;
|
|
out float texcoord0_w;
|
|
out vec4 normquat;
|
|
out vec3 view;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
in vec4 vs_out_attr0[];
|
|
in vec4 vs_out_attr1[];
|
|
in vec4 vs_out_attr2[];
|
|
struct Vertex {
|
|
vec4 attributes[3];
|
|
};
|
|
|
|
vec4 GetVertexQuaternion(Vertex vtx) {
|
|
return vec4(0.0, 0.0, 0.0, 0.0);
|
|
}
|
|
|
|
void EmitVtx(Vertex vtx, bool quats_opposite) {
|
|
vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
|
|
gl_Position = vtx_pos;
|
|
#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
gl_ClipDistance[0] = -vtx_pos.z;
|
|
gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
|
|
#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
|
|
vec4 vtx_quat = GetVertexQuaternion(vtx);
|
|
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
|
|
|
|
vec4 vtx_color = vec4(vtx.attributes[2].x, vtx.attributes[2].y, vtx.attributes[2].z, vtx.attributes[2].w);
|
|
primary_color = min(abs(vtx_color), vec4(1.0));
|
|
|
|
texcoord0 = vec2(vtx.attributes[1].x, vtx.attributes[1].y);
|
|
texcoord1 = vec2(0.0, 0.0);
|
|
|
|
texcoord0_w = 0.0;
|
|
view = vec3(0.0, 0.0, 0.0);
|
|
texcoord2 = vec2(0.0, 0.0);
|
|
|
|
EmitVertex();
|
|
}
|
|
|
|
bool AreQuaternionsOpposite(vec4 qa, vec4 qb) {
|
|
return (dot(qa, qb) < 0.0);
|
|
}
|
|
|
|
void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) {
|
|
EmitVtx(vtx0, false);
|
|
EmitVtx(vtx1, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx1)));
|
|
EmitVtx(vtx2, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx2)));
|
|
EndPrimitive();
|
|
}
|
|
|
|
void main() {
|
|
Vertex prim_buffer[3];
|
|
prim_buffer[0].attributes = vec4[3](vs_out_attr0[0], vs_out_attr1[0], vs_out_attr2[0]);
|
|
prim_buffer[1].attributes = vec4[3](vs_out_attr0[1], vs_out_attr1[1], vs_out_attr2[1]);
|
|
prim_buffer[2].attributes = vec4[3](vs_out_attr0[2], vs_out_attr1[2], vs_out_attr2[2]);
|
|
EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);
|
|
}
|
|
// reference: 5144ABDD19096853, 86F5543306698380
|
|
// shader: 8B30, E7E0E7819C3983DF
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (vec3(1.0) - texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: D54A100AFEEF3157, E7E0E7819C3983DF
|
|
// program: D7D21C52ABD1726F, 86F5543306698380, E7E0E7819C3983DF
|
|
// shader: 8B30, 68DB47108942FC42
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (vec3(1.0) - texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 58B444193A518984, 68DB47108942FC42
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 68DB47108942FC42
|
|
// shader: 8B30, DC367EEF3FF38179
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (vec3(1.0) - texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 972CA0E6BBAE9F3E, DC367EEF3FF38179
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, DC367EEF3FF38179
|
|
// reference: D54A100AFF2D5B60, E7E0E7819C3983DF
|
|
// shader: 8B30, DD7512E4D380D534
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (vec3(1.0) - texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 2BC6AA483A518984, DD7512E4D380D534
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, DD7512E4D380D534
|
|
// shader: 8B30, B886D69DDEA7FC08
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb) + (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 935F1E9F15F06067, B886D69DDEA7FC08
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, B886D69DDEA7FC08
|
|
// shader: 8B30, 3025DDC3BBCA7F0A
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: D060D1220BDEB57B, 3025DDC3BBCA7F0A
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 3025DDC3BBCA7F0A
|
|
// reference: 935F1E9F14320A50, B886D69DDEA7FC08
|
|
// reference: D060D1220A1CDF4C, 3025DDC3BBCA7F0A
|
|
// reference: 864147555D3D4EA5, 35C2BCCDC2FFE3E5
|
|
// reference: 864147555CFF2492, 35C2BCCDC2FFE3E5
|
|
// shader: 8B30, FB5B34BD173B97BE
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(normal, normalize(view))));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(normal, normalize(view))));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((secondary_fragment_color.aaa) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[2].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.rgb) + (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3 * 2.0, alpha_output_3 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: DDD32403DAB58DBF, FB5B34BD173B97BE
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, FB5B34BD173B97BE
|
|
// reference: DDD32403DB77E788, FB5B34BD173B97BE
|
|
// shader: 8B30, 8655B9C399074485
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 0ED18B3D55E2EB09, 8655B9C399074485
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 8655B9C399074485
|
|
// reference: 0ED18B3D5420813E, 8655B9C399074485
|
|
// shader: 8B30, C64BD2ADBFD30EA2
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (rounded_primary_color.rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: D060D12264F97F39, C64BD2ADBFD30EA2
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, C64BD2ADBFD30EA2
|
|
// reference: D060D122653B150E, C64BD2ADBFD30EA2
|
|
// shader: 8B30, F9F17999E1501E36
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (rounded_primary_color.rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 0E1F1120A047C7EA, F9F17999E1501E36
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, F9F17999E1501E36
|
|
// shader: 8B30, 60E35ACE56AD11EF
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (rounded_primary_color.rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: C187F5DF21B8D150, 60E35ACE56AD11EF
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 60E35ACE56AD11EF
|
|
// shader: 8B30, 65A758287EF22953
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (rounded_primary_color.rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 7D6DFF71A047C7EA, 65A758287EF22953
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 65A758287EF22953
|
|
// reference: 5BC2733325A7DCCB, D7D21C52ABD1726F
|
|
// shader: 8B30, 828B17C8889F4FA8
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = (const_color[5].rgb);
|
|
float alpha_output_5 = (const_color[5].a);
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 393F874199613147, 828B17C8889F4FA8
|
|
// program: 0000000000000000, 0000000000000000, 828B17C8889F4FA8
|
|
// shader: 8B30, EE9D59D3D057292A
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (texcolor0.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 393F874179A7B68F, EE9D59D3D057292A
|
|
// program: 0000000000000000, 0000000000000000, EE9D59D3D057292A
|
|
// shader: 8B30, F789075555A6DC0C
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((texcolor0.rrr) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (texcolor0.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.ggg) * (const_color[1].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((texcolor0.bbb) * (const_color[2].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: D7DF573C1FE16FD0, F789075555A6DC0C
|
|
// program: 0000000000000000, 0000000000000000, F789075555A6DC0C
|
|
// shader: 8B30, B35EFE43E319BB63
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 393F8741C615FEE5, B35EFE43E319BB63
|
|
// program: 0000000000000000, 0000000000000000, B35EFE43E319BB63
|
|
// shader: 8B30, DC12E218392F9BDB
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (texcolor0.rgb);
|
|
float alpha_output_0 = (texcolor0.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 393F87418247C736, DC12E218392F9BDB
|
|
// program: 0000000000000000, 0000000000000000, DC12E218392F9BDB
|
|
// shader: 8B31, 1F59507BE14623F6
|
|
|
|
#define mul_s(x, y) mix(x * y, vec4(0.0), isnan(x * y))
|
|
#define fma_s(x, y, z) (mix(x * y, vec4(0.0), isnan(x * y)) + z)
|
|
float rcp_s(float x) {
|
|
if (x == 0.0) return x;
|
|
return 1.0 / x;
|
|
}
|
|
float rsq_s(float x) {
|
|
if (x > 0.0) return inversesqrt(x);
|
|
return 0.0;
|
|
}
|
|
#define dot_s(x, y) dot(x, y)
|
|
#define dot_3(x, y) dot(x, y)
|
|
|
|
struct pica_uniforms {
|
|
bool b[16];
|
|
uvec4 i[4];
|
|
vec4 f[96];
|
|
};
|
|
|
|
bool exec_shader();
|
|
|
|
#define uniforms vs_uniforms
|
|
layout (std140) uniform vs_config {
|
|
pica_uniforms uniforms;
|
|
};
|
|
layout(location = 0) in vec4 vs_in_reg0;
|
|
layout(location = 1) in vec4 vs_in_reg1;
|
|
layout(location = 2) in vec4 vs_in_reg2;
|
|
|
|
out vec4 vs_out_attr0;
|
|
out vec4 vs_out_attr1;
|
|
out vec4 vs_out_attr2;
|
|
out vec4 vs_out_attr3;
|
|
|
|
void main() {
|
|
vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr3 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
exec_shader();
|
|
}
|
|
bvec2 conditional_code = bvec2(false);
|
|
ivec3 address_registers = ivec3(0);
|
|
vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
bool sub_1();
|
|
bool sub_2();
|
|
bool sub_3();
|
|
bool sub_0();
|
|
|
|
bool exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_1() {
|
|
reg_tmp13.x = dot_s(uniforms.f[4], vs_in_reg0);
|
|
reg_tmp13.y = dot_s(uniforms.f[5], vs_in_reg0);
|
|
reg_tmp13.z = dot_s(uniforms.f[6], vs_in_reg0);
|
|
reg_tmp13.w = (uniforms.f[93].yyyy).w;
|
|
vs_out_attr2 = -reg_tmp13;
|
|
reg_tmp14.x = dot_3(uniforms.f[7].xyz, vs_in_reg1.xyz);
|
|
reg_tmp14.y = dot_3(uniforms.f[8].xyz, vs_in_reg1.xyz);
|
|
reg_tmp14.z = dot_3(uniforms.f[9].xyz, vs_in_reg1.xyz);
|
|
vs_out_attr0.x = dot_s(uniforms.f[0], reg_tmp13);
|
|
vs_out_attr0.y = dot_s(uniforms.f[1], reg_tmp13);
|
|
vs_out_attr0.z = dot_s(uniforms.f[2], reg_tmp13);
|
|
vs_out_attr0.w = dot_s(uniforms.f[3], reg_tmp13);
|
|
reg_tmp3.x = dot_3(reg_tmp14.xyz, reg_tmp14.xyz);
|
|
reg_tmp3.x = rsq_s(reg_tmp3.x);
|
|
reg_tmp14 = mul_s(reg_tmp14, reg_tmp3.xxxx);
|
|
reg_tmp4 = uniforms.f[93].yyyy + reg_tmp14.zzzz;
|
|
reg_tmp4 = mul_s(uniforms.f[94].zzzz, reg_tmp4);
|
|
conditional_code = greaterThanEqual(uniforms.f[93].xx, reg_tmp4.xx);
|
|
vs_out_attr1.w = (uniforms.f[93].xxxx).w;
|
|
reg_tmp4 = vec4(rsq_s(reg_tmp4.x));
|
|
reg_tmp5 = mul_s(uniforms.f[94].zzzz, reg_tmp14);
|
|
if (!conditional_code.x) {
|
|
sub_2();
|
|
} else {
|
|
sub_3();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_2() {
|
|
vs_out_attr1.z = rcp_s(reg_tmp4.x);
|
|
vs_out_attr1.xy = (mul_s(reg_tmp5, reg_tmp4)).xy;
|
|
return false;
|
|
}
|
|
bool sub_3() {
|
|
vs_out_attr1.xyz = (uniforms.f[93].yxxx).xyz;
|
|
return false;
|
|
}
|
|
bool sub_0() {
|
|
{
|
|
sub_1();
|
|
}
|
|
reg_tmp15.x = dot_s(uniforms.f[10], vs_in_reg2);
|
|
reg_tmp15.y = dot_s(uniforms.f[11], vs_in_reg2);
|
|
vs_out_attr3 = reg_tmp15.xyxy;
|
|
return true;
|
|
}
|
|
// reference: F1E8FC18B43D4A82, 1F59507BE14623F6
|
|
// shader: 8DD9, 0CB5B5B0F7196203
|
|
|
|
layout(triangles) in;
|
|
layout(triangle_strip, max_vertices = 3) out;
|
|
|
|
out vec4 primary_color;
|
|
out vec2 texcoord0;
|
|
out vec2 texcoord1;
|
|
out vec2 texcoord2;
|
|
out float texcoord0_w;
|
|
out vec4 normquat;
|
|
out vec3 view;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
in vec4 vs_out_attr0[];
|
|
in vec4 vs_out_attr1[];
|
|
in vec4 vs_out_attr2[];
|
|
in vec4 vs_out_attr3[];
|
|
struct Vertex {
|
|
vec4 attributes[4];
|
|
};
|
|
|
|
vec4 GetVertexQuaternion(Vertex vtx) {
|
|
return vec4(vtx.attributes[1].x, vtx.attributes[1].y, vtx.attributes[1].z, vtx.attributes[1].w);
|
|
}
|
|
|
|
void EmitVtx(Vertex vtx, bool quats_opposite) {
|
|
vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
|
|
gl_Position = vtx_pos;
|
|
#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
gl_ClipDistance[0] = -vtx_pos.z;
|
|
gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
|
|
#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
|
|
vec4 vtx_quat = GetVertexQuaternion(vtx);
|
|
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
|
|
|
|
vec4 vtx_color = vec4(0.0, 0.0, 0.0, 0.0);
|
|
primary_color = min(abs(vtx_color), vec4(1.0));
|
|
|
|
texcoord0 = vec2(vtx.attributes[3].x, vtx.attributes[3].y);
|
|
texcoord1 = vec2(vtx.attributes[3].z, vtx.attributes[3].w);
|
|
|
|
texcoord0_w = 0.0;
|
|
view = vec3(vtx.attributes[2].x, vtx.attributes[2].y, vtx.attributes[2].z);
|
|
texcoord2 = vec2(0.0, 0.0);
|
|
|
|
EmitVertex();
|
|
}
|
|
|
|
bool AreQuaternionsOpposite(vec4 qa, vec4 qb) {
|
|
return (dot(qa, qb) < 0.0);
|
|
}
|
|
|
|
void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) {
|
|
EmitVtx(vtx0, false);
|
|
EmitVtx(vtx1, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx1)));
|
|
EmitVtx(vtx2, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx2)));
|
|
EndPrimitive();
|
|
}
|
|
|
|
void main() {
|
|
Vertex prim_buffer[3];
|
|
prim_buffer[0].attributes = vec4[4](vs_out_attr0[0], vs_out_attr1[0], vs_out_attr2[0], vs_out_attr3[0]);
|
|
prim_buffer[1].attributes = vec4[4](vs_out_attr0[1], vs_out_attr1[1], vs_out_attr2[1], vs_out_attr3[1]);
|
|
prim_buffer[2].attributes = vec4[4](vs_out_attr0[2], vs_out_attr1[2], vs_out_attr2[2], vs_out_attr3[2]);
|
|
EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);
|
|
}
|
|
// reference: 1EA377C1D7B39071, 0CB5B5B0F7196203
|
|
// shader: 8B30, 562541BA3ABBA78E
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (texcolor0.rgb);
|
|
float alpha_output_0 = (texcolor0.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((vec3(1.0) - primary_fragment_color.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (combiner_buffer.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 8ECA464F4801A9AE, 562541BA3ABBA78E
|
|
// program: 1F59507BE14623F6, 0CB5B5B0F7196203, 562541BA3ABBA78E
|
|
// shader: 8B30, 37742EDA55D49F83
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((vec3(1.0) - primary_fragment_color.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (combiner_buffer.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 8ECA464FE0E47B7E, 37742EDA55D49F83
|
|
// program: 1F59507BE14623F6, 0CB5B5B0F7196203, 37742EDA55D49F83
|
|
// shader: 8B30, 24E6FB097480A597
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = (const_color[5].rgb);
|
|
float alpha_output_5 = (const_color[5].a);
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 8ECA464FF4B9359E, 24E6FB097480A597
|
|
// program: 0000000000000000, 0000000000000000, 24E6FB097480A597
|
|
// shader: 8B30, 36C97EDF2A28E6E4
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (texcolor0.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 393F8741147FB256, 36C97EDF2A28E6E4
|
|
// program: 0000000000000000, 0000000000000000, 36C97EDF2A28E6E4
|
|
// shader: 8B30, 491BA705335CC1FF
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((texcolor0.rrr) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (texcolor0.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.ggg) * (const_color[1].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((texcolor0.bbb) * (const_color[2].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: D7DF573C72396B09, 491BA705335CC1FF
|
|
// program: 0000000000000000, 0000000000000000, 491BA705335CC1FF
|
|
// shader: 8B30, 2731D021649C0914
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 393F8741ABCDFA3C, 2731D021649C0914
|
|
// program: 0000000000000000, 0000000000000000, 2731D021649C0914
|
|
// shader: 8B30, 0BE6F3E0F47A66DE
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (texcolor0.rgb);
|
|
float alpha_output_0 = (texcolor0.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 393F8741EF9FC3EF, 0BE6F3E0F47A66DE
|
|
// program: 0000000000000000, 0000000000000000, 0BE6F3E0F47A66DE
|
|
// shader: 8B30, 49D9C4085F76B7DD
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = (const_color[5].rgb);
|
|
float alpha_output_5 = (const_color[5].a);
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 393F8741F4B9359E, 49D9C4085F76B7DD
|
|
// program: 0000000000000000, 0000000000000000, 49D9C4085F76B7DD
|
|
// shader: 8B30, 860769C03D3D44C7
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((vec3(1.0) - primary_fragment_color.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (combiner_buffer.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 72E65B0A71E4C4E6, 860769C03D3D44C7
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 860769C03D3D44C7
|
|
// shader: 8B30, E26F6A824484CB4A
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((vec3(1.0) - primary_fragment_color.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (combiner_buffer.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: BD7EBFF5F01BD25C, E26F6A824484CB4A
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, E26F6A824484CB4A
|
|
// shader: 8B30, AEF9C4225C98274B
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((vec3(1.0) - primary_fragment_color.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (combiner_buffer.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: CE0C51A4F01BD25C, AEF9C4225C98274B
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, AEF9C4225C98274B
|
|
// shader: 8B30, 9A4719A519F0D3B1
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((rounded_primary_color.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: CE312E68D7B0A07F, 9A4719A519F0D3B1
|
|
// program: CA200C7570C0B3E4, 5BF5E21F212634DF, 9A4719A519F0D3B1
|
|
// shader: 8B30, C8CD1340CA3429C1
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((rounded_primary_color.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: DFD60A957F848F22, C8CD1340CA3429C1
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, C8CD1340CA3429C1
|
|
// shader: 8B30, 801FD427A7E2731F
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((rounded_primary_color.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 104EEE6AFE7B9998, 801FD427A7E2731F
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 801FD427A7E2731F
|
|
// shader: 8B30, D432C27437740C87
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((rounded_primary_color.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 633C003BFE7B9998, D432C27437740C87
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D432C27437740C87
|
|
// reference: DCBAA9B1A1A82045, CA200C7570C0B3E4
|
|
// shader: 8B30, 84652672B851F433
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (texcolor0.rgb);
|
|
float alpha_output_0 = (texcolor0.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((vec3(1.0) - primary_fragment_color.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (combiner_buffer.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 72E65B0AD9011636, 84652672B851F433
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 84652672B851F433
|
|
// shader: 8B30, 4C67F8CCCFD10109
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (texcolor0.r);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (texcolor0.rgb) + (const_color[1].rgb) * (vec3(1.0) - (texcolor0.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (rounded_primary_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 3303CB8E7B3C0638, 4C67F8CCCFD10109
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4C67F8CCCFD10109
|
|
// shader: 8B30, 3452E06D006D0AB8
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (texcolor0.r);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (texcolor0.rgb) + (const_color[1].rgb) * (vec3(1.0) - (texcolor0.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (rounded_primary_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 3303CB8E978BED3B, 3452E06D006D0AB8
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 3452E06D006D0AB8
|
|
// shader: 8B30, E47D3B708A4CED52
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (texcolor0.r);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.aaa) + (const_color[1].rgb) * (vec3(1.0) - (last_tex_env_out.aaa)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (rounded_primary_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 0FDD46720609BAE4, E47D3B708A4CED52
|
|
// program: 6083E0861A876FA3, D7255673101445A5, E47D3B708A4CED52
|
|
// shader: 8B30, 6F48728BB02C6B6A
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (texcolor0.r);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.aaa) + (const_color[1].rgb) * (vec3(1.0) - (last_tex_env_out.aaa)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (rounded_primary_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: E0A8BFEEEABE51E7, 6F48728BB02C6B6A
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 6F48728BB02C6B6A
|
|
// shader: 8B30, 2BF50433C1F6BAA3
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (texcolor0.r);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.aaa) + (const_color[1].rgb) * (vec3(1.0) - (last_tex_env_out.aaa)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (rounded_primary_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 0FDD4672EABE51E7, 2BF50433C1F6BAA3
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 2BF50433C1F6BAA3
|
|
// shader: 8B30, A72D9C732FCD47CF
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (texcolor0.r);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((combiner_buffer.rgb) * (last_tex_env_out.rgb) + (const_color[3].rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb) + (const_color[4].rgb) * (vec3(1.0) - (rounded_primary_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: D53F9D5612939136, A72D9C732FCD47CF
|
|
// program: 6083E0861A876FA3, D7255673101445A5, A72D9C732FCD47CF
|
|
// shader: 8B30, 78A5369844701406
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (texcolor0.r);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.aaa) + (const_color[1].rgb) * (vec3(1.0) - (last_tex_env_out.aaa)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (rounded_primary_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: E0A8BFEE0609BAE4, 78A5369844701406
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 78A5369844701406
|
|
// shader: 8B30, 43FBE5E44A0568D6
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (texcolor0.r);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.aaa) + (const_color[1].rgb) * (vec3(1.0) - (last_tex_env_out.aaa)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - rounded_primary_color.aaa) + (last_tex_env_out.rgb) * (vec3(1.0) - (vec3(1.0) - rounded_primary_color.aaa)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 8905ED4EA732D150, 43FBE5E44A0568D6
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 43FBE5E44A0568D6
|
|
// shader: 8B30, D4E865FFD420E71D
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(light_vector, normal))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(light_vector, normal))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 23FFF435EE68475F, D4E865FFD420E71D
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, D4E865FFD420E71D
|
|
// shader: 8B30, BC6551C78D5FB39C
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (secondary_fragment_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 1F43DBBB772E1A78, BC6551C78D5FB39C
|
|
// program: 6083E0861A876FA3, D7255673101445A5, BC6551C78D5FB39C
|
|
// shader: 8B30, 6A4B78852361D924
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((texcolor0.rgb) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2 * 2.0, alpha_output_2 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 47954FB8EF6D6CB4, 6A4B78852361D924
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 6A4B78852361D924
|
|
// reference: 87752AE8DEE17D57, EF5FAC7F0A0360E3
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, EF5FAC7F0A0360E3
|
|
// shader: 8B30, 3FF5B64D5D10C2D1
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (secondary_fragment_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 1F43DBBB9B99F17B, 3FF5B64D5D10C2D1
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 3FF5B64D5D10C2D1
|
|
// shader: 8B30, E4B3B6F436164666
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (texcolor0.r);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 597F0418F5084EED, E4B3B6F436164666
|
|
// program: 6083E0861A876FA3, D7255673101445A5, E4B3B6F436164666
|
|
// shader: 8B30, 7A7BBF4F57D2AF30
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 87752AE825C0588C, 7A7BBF4F57D2AF30
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 7A7BBF4F57D2AF30
|
|
// shader: 8B30, 90B48B0390511E91
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 638EAB6B6C875857, 90B48B0390511E91
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 90B48B0390511E91
|
|
// reference: 87752AE87BFC06FE, 7A7BBF4F57D2AF30
|
|
// shader: 8B30, 2EF534E1156590F1
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 87752AE8C4490C09, 2EF534E1156590F1
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// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 2EF534E1156590F1
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// shader: 8B30, 39C071DA6B70DECB
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in vec4 primary_color;
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in vec2 texcoord0;
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in vec2 texcoord1;
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in vec2 texcoord2;
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in float texcoord0_w;
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in vec4 normquat;
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in vec3 view;
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#ifndef CITRA_GLES
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in vec4 gl_FragCoord;
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#endif // CITRA_GLES
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out vec4 color;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform samplerCube tex_cube;
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uniform samplerBuffer texture_buffer_lut_lf;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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#define NUM_TEV_STAGES 6
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layout (std140) uniform shader_data {
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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float shadow_bias_constant;
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float shadow_bias_linear;
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int scissor_x1;
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int scissor_y1;
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int scissor_x2;
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int scissor_y2;
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int fog_lut_offset;
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int proctex_noise_lut_offset;
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int proctex_color_map_offset;
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int proctex_alpha_map_offset;
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int proctex_lut_offset;
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int proctex_diff_lut_offset;
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float proctex_bias;
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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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vec2 proctex_noise_p;
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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vec4 clip_coef;
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};
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#define NUM_LIGHTS 8
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#define NUM_LIGHTING_SAMPLERS 24
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struct LightSrc {
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vec3 specular_0;
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vec3 specular_1;
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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vec3 spot_direction;
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float dist_atten_bias;
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float dist_atten_scale;
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};
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layout (std140) uniform shader_light_data {
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ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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float lut_scale_d0;
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float lut_scale_d1;
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float lut_scale_sp;
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float lut_scale_fr;
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float lut_scale_rb;
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float lut_scale_rg;
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float lut_scale_rr;
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int shadow_texture_bias;
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};
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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}
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float LookupLightingLUT(int lut_index, int index, float delta) {
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vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
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return entry.r + entry.g * delta;
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}
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float LookupLightingLUTUnsigned(int lut_index, float pos) {
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int index = clamp(int(pos * 256.0), 0, 255);
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float delta = pos * 256.0 - float(index);
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return LookupLightingLUT(lut_index, index, delta);
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}
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float LookupLightingLUTSigned(int lut_index, float pos) {
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int index = clamp(int(pos * 128.0), -128, 127);
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float delta = pos * 128.0 - float(index);
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if (index < 0) index += 256;
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return LookupLightingLUT(lut_index, index, delta);
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}
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float byteround(float x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec2 byteround(vec2 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec3 byteround(vec3 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec4 byteround(vec4 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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float getLod(vec2 coord) {
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vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
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return log2(max(d.x, d.y));
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}
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vec4 shadowTexture(vec2 uv, float w) {
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return vec4(1.0);
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}
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vec4 shadowTextureCube(vec2 uv, float w) {
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return vec4(1.0);
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}
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void main() {
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vec4 rounded_primary_color = byteround(primary_color);
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vec4 primary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
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float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
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float depth = z_over_w * depth_scale + depth_offset;
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vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
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vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
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vec3 light_vector = vec3(0.0);
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vec3 refl_value = vec3(0.0);
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vec3 spot_dir = vec3(0.0);
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vec3 half_vector = vec3(0.0);
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float dot_product = 0.0;
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float clamp_highlights = 1.0;
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float geo_factor = 1.0;
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vec3 surface_normal = vec3(0.0, 0.0, 1.0);
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vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
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vec4 normalized_normquat = normalize(normquat);
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vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
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vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
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vec4 shadow = vec4(1.0);
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light_vector = normalize(light_src[0].position);
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spot_dir = light_src[0].spot_direction;
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half_vector = normalize(view) + light_vector;
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dot_product = max(dot(light_vector, normal), 0.0);
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refl_value.r = 1.0;
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refl_value.g = refl_value.r;
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refl_value.b = refl_value.r;
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specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
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diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
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specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
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diffuse_sum.rgb += lighting_global_ambient;
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primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
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secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
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vec4 combiner_buffer = vec4(0.0);
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vec4 next_combiner_buffer = tev_combiner_buffer_color;
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vec4 last_tex_env_out = vec4(0.0);
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vec3 color_output_0 = byteround(clamp((texcolor0.rgb) * (const_color[0].aaa), vec3(0.0), vec3(1.0)));
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float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_0, alpha_output_0);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (const_color[1].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
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float alpha_output_1 = (last_tex_env_out.a);
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last_tex_env_out = vec4(color_output_1, alpha_output_1);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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next_combiner_buffer.rgb = last_tex_env_out.rgb;
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vec3 color_output_2 = byteround(clamp((vec3(1.0) - secondary_fragment_color.rgb) * (last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_2 = (last_tex_env_out.a);
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last_tex_env_out = vec4(color_output_2, alpha_output_2);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_3 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[3].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_3 = (last_tex_env_out.a);
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last_tex_env_out = vec4(color_output_3, alpha_output_3);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_4 = (last_tex_env_out.a);
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last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
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float fog_index = depth * 128.0;
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int fog_i = int(fog_index);
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float fog_f = fract(fog_index);
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vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
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float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
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fog_factor = clamp(fog_factor, 0.0, 1.0);
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last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
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gl_FragDepth = depth;
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color = byteround(last_tex_env_out);
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}
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// reference: 72CAE575250A0B53, 39C071DA6B70DECB
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// program: 6083E0861A876FA3, D7255673101445A5, 39C071DA6B70DECB
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// shader: 8B30, 14A39BD7CE94F798
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in vec4 primary_color;
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in vec2 texcoord0;
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in vec2 texcoord1;
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in vec2 texcoord2;
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in float texcoord0_w;
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in vec4 normquat;
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in vec3 view;
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#ifndef CITRA_GLES
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in vec4 gl_FragCoord;
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#endif // CITRA_GLES
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out vec4 color;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform samplerCube tex_cube;
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uniform samplerBuffer texture_buffer_lut_lf;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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#define NUM_TEV_STAGES 6
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layout (std140) uniform shader_data {
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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float shadow_bias_constant;
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float shadow_bias_linear;
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int scissor_x1;
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int scissor_y1;
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int scissor_x2;
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int scissor_y2;
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int fog_lut_offset;
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int proctex_noise_lut_offset;
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int proctex_color_map_offset;
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int proctex_alpha_map_offset;
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int proctex_lut_offset;
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int proctex_diff_lut_offset;
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float proctex_bias;
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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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vec2 proctex_noise_p;
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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vec4 clip_coef;
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};
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#define NUM_LIGHTS 8
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#define NUM_LIGHTING_SAMPLERS 24
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struct LightSrc {
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vec3 specular_0;
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vec3 specular_1;
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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vec3 spot_direction;
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float dist_atten_bias;
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float dist_atten_scale;
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};
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layout (std140) uniform shader_light_data {
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ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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float lut_scale_d0;
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float lut_scale_d1;
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float lut_scale_sp;
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float lut_scale_fr;
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float lut_scale_rb;
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float lut_scale_rg;
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float lut_scale_rr;
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int shadow_texture_bias;
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};
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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}
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float LookupLightingLUT(int lut_index, int index, float delta) {
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vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
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return entry.r + entry.g * delta;
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}
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float LookupLightingLUTUnsigned(int lut_index, float pos) {
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int index = clamp(int(pos * 256.0), 0, 255);
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float delta = pos * 256.0 - float(index);
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return LookupLightingLUT(lut_index, index, delta);
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}
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float LookupLightingLUTSigned(int lut_index, float pos) {
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int index = clamp(int(pos * 128.0), -128, 127);
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float delta = pos * 128.0 - float(index);
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if (index < 0) index += 256;
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return LookupLightingLUT(lut_index, index, delta);
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}
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float byteround(float x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec2 byteround(vec2 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec3 byteround(vec3 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec4 byteround(vec4 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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float getLod(vec2 coord) {
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vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
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return log2(max(d.x, d.y));
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}
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vec4 shadowTexture(vec2 uv, float w) {
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return vec4(1.0);
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}
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vec4 shadowTextureCube(vec2 uv, float w) {
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return vec4(1.0);
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}
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void main() {
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vec4 rounded_primary_color = byteround(primary_color);
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vec4 primary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
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float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
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float depth = z_over_w * depth_scale + depth_offset;
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vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
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vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
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vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
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vec3 light_vector = vec3(0.0);
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vec3 refl_value = vec3(0.0);
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vec3 spot_dir = vec3(0.0);
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vec3 half_vector = vec3(0.0);
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float dot_product = 0.0;
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float clamp_highlights = 1.0;
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float geo_factor = 1.0;
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vec3 surface_normal = 2.0 * (texcolor1).rgb - 1.0;
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surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
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vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
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vec4 normalized_normquat = normalize(normquat);
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vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
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vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
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vec4 shadow = vec4(1.0);
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light_vector = normalize(light_src[0].position);
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spot_dir = light_src[0].spot_direction;
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half_vector = normalize(view) + light_vector;
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dot_product = max(dot(light_vector, normal), 0.0);
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refl_value.r = 1.0;
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refl_value.g = refl_value.r;
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refl_value.b = refl_value.r;
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specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
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diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
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specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
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diffuse_sum.rgb += lighting_global_ambient;
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primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
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secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
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vec4 combiner_buffer = vec4(0.0);
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vec4 next_combiner_buffer = tev_combiner_buffer_color;
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vec4 last_tex_env_out = vec4(0.0);
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vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_0, alpha_output_0);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (secondary_fragment_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 91016A85D6179832, 14A39BD7CE94F798
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 14A39BD7CE94F798
|
|
// shader: 8B30, 1971CD12862A56A2
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normalize(view), normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (secondary_fragment_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: D59055342687EB24, 1971CD12862A56A2
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 1971CD12862A56A2
|
|
// shader: 8B30, 7746177428E3B1AC
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(half_vector)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((texcolor0.rrr) * (const_color[0].aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.ggg), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (texcolor2.bbb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) + (last_tex_env_out.rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((last_tex_env_out.r) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3 * 4.0, alpha_output_3 * 4.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((rounded_primary_color.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((combiner_buffer.rgb) * (const_color[5].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 4C08F67D647FCFD6, 7746177428E3B1AC
|
|
// program: 75EE729B6800B695, 0D30074279C2FEED, 7746177428E3B1AC
|
|
// shader: 8B30, CD00AC78F1A5FE0D
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 2D91A3C8B1683E30, CD00AC78F1A5FE0D
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, CD00AC78F1A5FE0D
|
|
// shader: 8B30, 6CA6F744C608D11B
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (const_color[0].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 4301E066AB335202, 6CA6F744C608D11B
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 6CA6F744C608D11B
|
|
// shader: 8B30, 01BFAA358702C566
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (vec3(1.0) - texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 462B214EFEEF3157, 01BFAA358702C566
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 01BFAA358702C566
|
|
// shader: 8B30, 3896F0C6E2A47E16
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (rounded_primary_color.rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 83E1453364F97F39, 3896F0C6E2A47E16
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 3896F0C6E2A47E16
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, E7E0E7819C3983DF
|
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// shader: 8B30, 8CDFED303FF38179
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in vec4 primary_color;
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in vec2 texcoord0;
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in vec2 texcoord1;
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in vec2 texcoord2;
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in float texcoord0_w;
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in vec4 normquat;
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in vec3 view;
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#ifndef CITRA_GLES
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in vec4 gl_FragCoord;
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#endif // CITRA_GLES
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out vec4 color;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform samplerCube tex_cube;
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uniform samplerBuffer texture_buffer_lut_lf;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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#define NUM_TEV_STAGES 6
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layout (std140) uniform shader_data {
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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float shadow_bias_constant;
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float shadow_bias_linear;
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int scissor_x1;
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int scissor_y1;
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int scissor_x2;
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int scissor_y2;
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int fog_lut_offset;
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int proctex_noise_lut_offset;
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int proctex_color_map_offset;
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int proctex_alpha_map_offset;
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int proctex_lut_offset;
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int proctex_diff_lut_offset;
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float proctex_bias;
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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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vec2 proctex_noise_p;
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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vec4 clip_coef;
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};
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#define NUM_LIGHTS 8
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#define NUM_LIGHTING_SAMPLERS 24
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struct LightSrc {
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vec3 specular_0;
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vec3 specular_1;
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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vec3 spot_direction;
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float dist_atten_bias;
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float dist_atten_scale;
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};
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layout (std140) uniform shader_light_data {
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ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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float lut_scale_d0;
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float lut_scale_d1;
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float lut_scale_sp;
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float lut_scale_fr;
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float lut_scale_rb;
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float lut_scale_rg;
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float lut_scale_rr;
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int shadow_texture_bias;
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};
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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}
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float LookupLightingLUT(int lut_index, int index, float delta) {
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vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
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return entry.r + entry.g * delta;
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}
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float LookupLightingLUTUnsigned(int lut_index, float pos) {
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int index = clamp(int(pos * 256.0), 0, 255);
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float delta = pos * 256.0 - float(index);
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return LookupLightingLUT(lut_index, index, delta);
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}
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float LookupLightingLUTSigned(int lut_index, float pos) {
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int index = clamp(int(pos * 128.0), -128, 127);
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float delta = pos * 128.0 - float(index);
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if (index < 0) index += 256;
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return LookupLightingLUT(lut_index, index, delta);
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}
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float byteround(float x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec2 byteround(vec2 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec3 byteround(vec3 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec4 byteround(vec4 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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float getLod(vec2 coord) {
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vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
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return log2(max(d.x, d.y));
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}
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vec4 shadowTexture(vec2 uv, float w) {
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return vec4(1.0);
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}
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vec4 shadowTextureCube(vec2 uv, float w) {
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return vec4(1.0);
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}
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void main() {
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vec4 rounded_primary_color = byteround(primary_color);
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vec4 primary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
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float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
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float depth = z_over_w * depth_scale + depth_offset;
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vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
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vec4 combiner_buffer = vec4(0.0);
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vec4 next_combiner_buffer = tev_combiner_buffer_color;
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vec4 last_tex_env_out = vec4(0.0);
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vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_0, alpha_output_0);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (vec3(1.0) - texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_1 = (last_tex_env_out.a);
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last_tex_env_out = vec4(color_output_1, alpha_output_1);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_3, alpha_output_3);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_4, alpha_output_4);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_5, alpha_output_5);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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gl_FragDepth = depth;
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color = byteround(last_tex_env_out);
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}
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// reference: 57CC05B3BBAE9F3E, 8CDFED303FF38179
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 8CDFED303FF38179
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// shader: 8B30, 8D9C813BD380D534
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in vec4 primary_color;
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in vec2 texcoord0;
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in vec2 texcoord1;
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in vec2 texcoord2;
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in float texcoord0_w;
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in vec4 normquat;
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in vec3 view;
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#ifndef CITRA_GLES
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in vec4 gl_FragCoord;
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#endif // CITRA_GLES
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out vec4 color;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform samplerCube tex_cube;
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uniform samplerBuffer texture_buffer_lut_lf;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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#define NUM_TEV_STAGES 6
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layout (std140) uniform shader_data {
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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float shadow_bias_constant;
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float shadow_bias_linear;
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int scissor_x1;
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int scissor_y1;
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int scissor_x2;
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int scissor_y2;
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int fog_lut_offset;
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int proctex_noise_lut_offset;
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int proctex_color_map_offset;
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int proctex_alpha_map_offset;
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int proctex_lut_offset;
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int proctex_diff_lut_offset;
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float proctex_bias;
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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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vec2 proctex_noise_p;
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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vec4 clip_coef;
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};
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#define NUM_LIGHTS 8
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#define NUM_LIGHTING_SAMPLERS 24
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struct LightSrc {
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vec3 specular_0;
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vec3 specular_1;
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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vec3 spot_direction;
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float dist_atten_bias;
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float dist_atten_scale;
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};
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layout (std140) uniform shader_light_data {
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ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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float lut_scale_d0;
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float lut_scale_d1;
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float lut_scale_sp;
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float lut_scale_fr;
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float lut_scale_rb;
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float lut_scale_rg;
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float lut_scale_rr;
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int shadow_texture_bias;
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};
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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}
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float LookupLightingLUT(int lut_index, int index, float delta) {
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vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
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return entry.r + entry.g * delta;
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}
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float LookupLightingLUTUnsigned(int lut_index, float pos) {
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int index = clamp(int(pos * 256.0), 0, 255);
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float delta = pos * 256.0 - float(index);
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return LookupLightingLUT(lut_index, index, delta);
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}
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float LookupLightingLUTSigned(int lut_index, float pos) {
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int index = clamp(int(pos * 128.0), -128, 127);
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float delta = pos * 128.0 - float(index);
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if (index < 0) index += 256;
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return LookupLightingLUT(lut_index, index, delta);
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}
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float byteround(float x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec2 byteround(vec2 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec3 byteround(vec3 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec4 byteround(vec4 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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float getLod(vec2 coord) {
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vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
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return log2(max(d.x, d.y));
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}
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vec4 shadowTexture(vec2 uv, float w) {
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return vec4(1.0);
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}
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vec4 shadowTextureCube(vec2 uv, float w) {
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return vec4(1.0);
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}
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void main() {
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vec4 rounded_primary_color = byteround(primary_color);
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vec4 primary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
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float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
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float depth = z_over_w * depth_scale + depth_offset;
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vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
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vec4 combiner_buffer = vec4(0.0);
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vec4 next_combiner_buffer = tev_combiner_buffer_color;
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vec4 last_tex_env_out = vec4(0.0);
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vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_0, alpha_output_0);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (vec3(1.0) - texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_1 = (last_tex_env_out.a);
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last_tex_env_out = vec4(color_output_1, alpha_output_1);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_3, alpha_output_3);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_4, alpha_output_4);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_5, alpha_output_5);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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gl_FragDepth = depth;
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color = byteround(last_tex_env_out);
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}
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// reference: EB260F1D3A518984, 8D9C813BD380D534
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 8D9C813BD380D534
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// reference: 3303CB8E7AFE6C0F, 4C67F8CCCFD10109
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// reference: 3303CB8E9649870C, 3452E06D006D0AB8
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// reference: 0FDD467207CBD0D3, E47D3B708A4CED52
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// reference: E0A8BFEEEB7C3BD0, 6F48728BB02C6B6A
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// reference: 0FDD4672EB7C3BD0, 2BF50433C1F6BAA3
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// reference: D53F9D561351FB01, A72D9C732FCD47CF
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// reference: E0A8BFEE07CBD0D3, 78A5369844701406
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// reference: 8905ED4EA6F0BB67, 43FBE5E44A0568D6
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// reference: 23FFF435EFAA2D68, D4E865FFD420E71D
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// reference: 1F43DBBB76EC704F, BC6551C78D5FB39C
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// reference: 47954FB8EEAF0683, 6A4B78852361D924
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// reference: 87752AE8DF231760, EF5FAC7F0A0360E3
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// reference: 1F43DBBB9A5B9B4C, 3FF5B64D5D10C2D1
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// reference: 597F0418F4CA24DA, E4B3B6F436164666
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// reference: 87752AE8240232BB, 7A7BBF4F57D2AF30
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// reference: 638EAB6B6D453260, 90B48B0390511E91
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// reference: 87752AE87A3E6CC9, 7A7BBF4F57D2AF30
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// reference: 87752AE8C58B663E, 2EF534E1156590F1
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// reference: 72CAE57524C86164, 39C071DA6B70DECB
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// reference: 91016A85D7D5F205, 14A39BD7CE94F798
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// reference: D590553427458113, 1971CD12862A56A2
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// reference: 4C08F67D65BDA5E1, 7746177428E3B1AC
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// reference: 2D91A3C8B0AA5407, CD00AC78F1A5FE0D
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// reference: 4301E066AAF13835, 6CA6F744C608D11B
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// reference: 462B214EFF2D5B60, 01BFAA358702C566
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// reference: 83E14533653B150E, 3896F0C6E2A47E16
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// shader: 8B30, 4A4C76D8CE455D09
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in vec4 primary_color;
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in vec2 texcoord0;
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in vec2 texcoord1;
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in vec2 texcoord2;
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in float texcoord0_w;
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in vec4 normquat;
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in vec3 view;
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#ifndef CITRA_GLES
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in vec4 gl_FragCoord;
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#endif // CITRA_GLES
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out vec4 color;
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|
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uniform sampler2D tex0;
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uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((texcolor0.rgb) * (const_color[0].aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (const_color[1].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_2 = byteround(clamp((vec3(1.0) - secondary_fragment_color.rgb) * (last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[3].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 214B7164C9BDE050, 4A4C76D8CE455D09
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4A4C76D8CE455D09
|
|
// shader: 8B30, 55EA4D109C8B5AC2
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((texcolor0.rgb) * (const_color[0].aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (const_color[1].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_2 = byteround(clamp((vec3(1.0) - secondary_fragment_color.rgb) * (last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: B51E2CEDCD186C14, 55EA4D109C8B5AC2
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 55EA4D109C8B5AC2
|
|
// shader: 8B30, 31824E52E532D54F
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((texcolor0.rgb) * (const_color[0].aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (const_color[1].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_2 = byteround(clamp((vec3(1.0) - secondary_fragment_color.rgb) * (last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 7A86C8124CE77AAE, 31824E52E532D54F
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 31824E52E532D54F
|
|
// shader: 8B30, 7D14E0F2FD2E394E
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((texcolor0.rgb) * (const_color[0].aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (const_color[1].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_2 = byteround(clamp((vec3(1.0) - secondary_fragment_color.rgb) * (last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 09F426434CE77AAE, 7D14E0F2FD2E394E
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 7D14E0F2FD2E394E
|
|
// shader: 8B30, 4F61943AE1257A48
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = 2.0 * (texcolor1).rgb - 1.0;
|
|
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (secondary_fragment_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 91016A853AA07331, 4F61943AE1257A48
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 4F61943AE1257A48
|
|
// shader: 8B30, 6D8F7C1699BA9596
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (secondary_fragment_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 95E10A6A772E1A78, 6D8F7C1699BA9596
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 6D8F7C1699BA9596
|
|
// shader: 8B30, 123B76AEF5A3D6CF
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 79966E15FEEF3157, 123B76AEF5A3D6CF
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 123B76AEF5A3D6CF
|
|
// shader: 8B30, D839234284424807
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 68714AE8BBAE9F3E, D839234284424807
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D839234284424807
|
|
// shader: 8B30, D97A4F4968311C4A
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: D49B40463A518984, D97A4F4968311C4A
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D97A4F4968311C4A
|
|
// shader: 8B30, 4EA4F573494CC949
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (secondary_fragment_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 95E10A6A2687EB24, 4EA4F573494CC949
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4EA4F573494CC949
|
|
// shader: 8B30, 1593E07D34B84771
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rrr) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 9C4882E76C875857, 1593E07D34B84771
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 1593E07D34B84771
|
|
// shader: 8B30, 5B5C165131A8B45B
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(normal, normalize(view))));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(normal, normalize(view))));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((secondary_fragment_color.aaa) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[2].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.rgb) + (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3 * 2.0, alpha_output_3 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 19A7EE8DDAB58DBF, 5B5C165131A8B45B
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 5B5C165131A8B45B
|
|
// shader: 8B30, 42E9712B283DBB26
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (secondary_fragment_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: DB3711352687EB24, 42E9712B283DBB26
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 42E9712B283DBB26
|
|
// shader: 8B30, BAC32BDE6A4C33EE
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (secondary_fragment_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 5676F56DA3444FF4, BAC32BDE6A4C33EE
|
|
// program: 6083E0861A876FA3, D7255673101445A5, BAC32BDE6A4C33EE
|
|
// shader: 8B30, 1544B191CF7C4BD0
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (secondary_fragment_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 5195C0E4CA300027, 1544B191CF7C4BD0
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 1544B191CF7C4BD0
|
|
// shader: 8B30, 819CBD1D7C856455
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (secondary_fragment_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 1F43DBBBCA300027, 819CBD1D7C856455
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 819CBD1D7C856455
|
|
// shader: 8B30, 0E7A88DECDE5BC41
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (last_tex_env_out.rgb) + (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (secondary_fragment_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 8C6DE2A20980D75B, 0E7A88DECDE5BC41
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 0E7A88DECDE5BC41
|
|
// shader: 8B30, F161BE6012D93F3F
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((texcolor0.rgb) * (const_color[0].aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (const_color[1].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = byteround(clamp((last_tex_env_out.a) * (1.0 - secondary_fragment_color.r), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_2 = byteround(clamp((vec3(1.0) - secondary_fragment_color.rgb) * (last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[3].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 28E5101D0134566C, F161BE6012D93F3F
|
|
// program: 6083E0861A876FA3, D7255673101445A5, F161BE6012D93F3F
|
|
// shader: 8B30, FF9AA3B85F6C2342
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((rounded_primary_color.rgb) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 59C470F79A28C632, FF9AA3B85F6C2342
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, FF9AA3B85F6C2342
|
|
// shader: 8B30, 953AC8A24644AB87
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = byteround(clamp((texcolor0.g) - (1.0 - rounded_primary_color.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0 * 1.0, alpha_output_0 * 2.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 963061A90058FA7E, 953AC8A24644AB87
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 953AC8A24644AB87
|
|
// shader: 8B30, EE5E8ADDD019FE56
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (rounded_primary_color.rgb);
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: FDEA16B97DE8A650, EE5E8ADDD019FE56
|
|
// program: CA200C7570C0B3E4, 5BF5E21F212634DF, EE5E8ADDD019FE56
|
|
// shader: 8B30, 1322C2744E7359CA
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = 2.0 * (texcolor1).rgb - 1.0;
|
|
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
geo_factor = dot(half_vector, half_vector);
|
|
geo_factor = geo_factor == 0.0 ? 0.0 : min(dot_product / geo_factor, 1.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) * geo_factor) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: A297E59452AB5AF1, 1322C2744E7359CA
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 1322C2744E7359CA
|
|
// shader: 8B30, BBED890869762C6B
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
geo_factor = dot(half_vector, half_vector);
|
|
geo_factor = geo_factor == 0.0 ? 0.0 : min(dot_product / geo_factor, 1.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) * geo_factor) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(half_vector)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((rounded_primary_color.rgb) * (const_color[3].rgb) + (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (const_color[4].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.aaa) + (const_color[5].rgb) * (vec3(1.0) - (rounded_primary_color.aaa)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: EB048FDE2AE7074B, BBED890869762C6B
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, BBED890869762C6B
|
|
// shader: 8B30, A856E8DBCF4CB1B8
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
geo_factor = dot(half_vector, half_vector);
|
|
geo_factor = geo_factor == 0.0 ? 0.0 : min(dot_product / geo_factor, 1.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) * geo_factor) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(half_vector)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor1.rgb) * (const_color[3].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_4 = byteround(clamp((rounded_primary_color.rgb) * (const_color[4].rgb) + (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (const_color[5].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 834E92D1475C4A81, A856E8DBCF4CB1B8
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, A856E8DBCF4CB1B8
|
|
// shader: 8B30, 620EEC410B15963A
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
geo_factor = dot(half_vector, half_vector);
|
|
geo_factor = geo_factor == 0.0 ? 0.0 : min(dot_product / geo_factor, 1.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) * geo_factor) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: D63F1B6F645356C4, 620EEC410B15963A
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 620EEC410B15963A
|
|
// shader: 8B30, 99CC39E8CD2AC24F
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(light_vector, normal))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (const_color[2].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (vec3(1.0) - combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 0E6C18F4503EF7B9, 99CC39E8CD2AC24F
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 99CC39E8CD2AC24F
|
|
// reference: 98D78E9BB73B28DF, EE5E8ADDD019FE56
|
|
// shader: 8B30, E0097CDE1DCFDA71
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((texcolor0.rrr) * (const_color[0].aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.ggg), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (texcolor2.bbb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) + (last_tex_env_out.rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((last_tex_env_out.r) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3 * 4.0, alpha_output_3 * 4.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((last_tex_env_out.rgb) + (const_color[4].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 1.0, alpha_output_4 * 2.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((combiner_buffer.rgb) * (const_color[5].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 1.0, alpha_output_5 * 4.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 700C89B8AF647879, E0097CDE1DCFDA71
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// program: 75EE729B6800B695, 0D30074279C2FEED, E0097CDE1DCFDA71
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// reference: A297E594536930C6, 1322C2744E7359CA
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// reference: EB048FDE2B256D7C, BBED890869762C6B
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// reference: 834E92D1469E20B6, A856E8DBCF4CB1B8
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// reference: D63F1B6F65913CF3, 620EEC410B15963A
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// reference: 0E6C18F451FC9D8E, 99CC39E8CD2AC24F
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// reference: 98D78E9BB6F942E8, EE5E8ADDD019FE56
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// reference: 700C89B8AEA6124E, E0097CDE1DCFDA71
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// shader: 8B30, 0C6F253E03CE2FD9
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in vec4 primary_color;
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in vec2 texcoord0;
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in vec2 texcoord1;
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in vec2 texcoord2;
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in float texcoord0_w;
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in vec4 normquat;
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in vec3 view;
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#ifndef CITRA_GLES
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in vec4 gl_FragCoord;
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#endif // CITRA_GLES
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out vec4 color;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform samplerCube tex_cube;
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uniform samplerBuffer texture_buffer_lut_lf;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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#define NUM_TEV_STAGES 6
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layout (std140) uniform shader_data {
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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float shadow_bias_constant;
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float shadow_bias_linear;
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int scissor_x1;
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int scissor_y1;
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int scissor_x2;
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int scissor_y2;
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int fog_lut_offset;
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int proctex_noise_lut_offset;
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int proctex_color_map_offset;
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int proctex_alpha_map_offset;
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int proctex_lut_offset;
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int proctex_diff_lut_offset;
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float proctex_bias;
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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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vec2 proctex_noise_p;
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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vec4 clip_coef;
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};
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#define NUM_LIGHTS 8
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#define NUM_LIGHTING_SAMPLERS 24
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struct LightSrc {
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vec3 specular_0;
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vec3 specular_1;
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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vec3 spot_direction;
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float dist_atten_bias;
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float dist_atten_scale;
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};
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layout (std140) uniform shader_light_data {
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ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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float lut_scale_d0;
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float lut_scale_d1;
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float lut_scale_sp;
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float lut_scale_fr;
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float lut_scale_rb;
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float lut_scale_rg;
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float lut_scale_rr;
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int shadow_texture_bias;
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};
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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}
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float LookupLightingLUT(int lut_index, int index, float delta) {
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vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
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return entry.r + entry.g * delta;
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}
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float LookupLightingLUTUnsigned(int lut_index, float pos) {
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int index = clamp(int(pos * 256.0), 0, 255);
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float delta = pos * 256.0 - float(index);
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return LookupLightingLUT(lut_index, index, delta);
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}
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float LookupLightingLUTSigned(int lut_index, float pos) {
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int index = clamp(int(pos * 128.0), -128, 127);
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float delta = pos * 128.0 - float(index);
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if (index < 0) index += 256;
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return LookupLightingLUT(lut_index, index, delta);
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}
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float byteround(float x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec2 byteround(vec2 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec3 byteround(vec3 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec4 byteround(vec4 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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float getLod(vec2 coord) {
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vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
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return log2(max(d.x, d.y));
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}
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vec4 shadowTexture(vec2 uv, float w) {
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return vec4(1.0);
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}
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vec4 shadowTextureCube(vec2 uv, float w) {
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return vec4(1.0);
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}
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void main() {
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vec4 rounded_primary_color = byteround(primary_color);
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vec4 primary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
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float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
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float depth = z_over_w * depth_scale + depth_offset;
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vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
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vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
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vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
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vec3 light_vector = vec3(0.0);
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vec3 refl_value = vec3(0.0);
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vec3 spot_dir = vec3(0.0);
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vec3 half_vector = vec3(0.0);
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float dot_product = 0.0;
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float clamp_highlights = 1.0;
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float geo_factor = 1.0;
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vec3 surface_normal = vec3(0.0, 0.0, 1.0);
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vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
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vec4 normalized_normquat = normalize(normquat);
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vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
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vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
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vec4 shadow = vec4(1.0);
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light_vector = normalize(light_src[0].position);
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spot_dir = light_src[0].spot_direction;
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half_vector = normalize(view) + light_vector;
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dot_product = max(dot(light_vector, normal), 0.0);
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refl_value.r = 1.0;
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refl_value.g = refl_value.r;
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refl_value.b = refl_value.r;
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diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
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specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, 0.0)) * light_src[0].specular_0) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
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diffuse_sum.rgb += lighting_global_ambient;
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primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
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secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
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vec4 combiner_buffer = vec4(0.0);
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vec4 next_combiner_buffer = tev_combiner_buffer_color;
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vec4 last_tex_env_out = vec4(0.0);
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vec3 color_output_0 = byteround(clamp((texcolor0.rrr) * (const_color[0].aaa), vec3(0.0), vec3(1.0)));
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float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_0, alpha_output_0);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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next_combiner_buffer.rgb = last_tex_env_out.rgb;
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vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.ggg) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_1 = (last_tex_env_out.a);
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last_tex_env_out = vec4(color_output_1 * 2.0, alpha_output_1 * 1.0);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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next_combiner_buffer.rgb = last_tex_env_out.rgb;
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vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (const_color[2].rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_2 = byteround(clamp((last_tex_env_out.r) * (const_color[2].a), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_2 * 2.0, alpha_output_2 * 4.0);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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next_combiner_buffer.rgb = last_tex_env_out.rgb;
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vec3 color_output_3 = byteround(clamp(vec3(dot((combiner_buffer.rgb) - vec3(0.5), (const_color[3].rgb) - vec3(0.5)) * 4.0), vec3(0.0), vec3(1.0)));
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float alpha_output_3 = (last_tex_env_out.a);
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last_tex_env_out = vec4(color_output_3 * 4.0, alpha_output_3 * 1.0);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (const_color[4].rgb) + (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_4 = (last_tex_env_out.a);
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last_tex_env_out = vec4(color_output_4, alpha_output_4);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_5 = byteround(clamp(min((const_color[5].rgb) + (rounded_primary_color.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_5 = (last_tex_env_out.a);
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last_tex_env_out = vec4(color_output_5, alpha_output_5);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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float fog_index = depth * 128.0;
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int fog_i = int(fog_index);
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float fog_f = fract(fog_index);
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vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
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float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
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fog_factor = clamp(fog_factor, 0.0, 1.0);
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last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
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gl_FragDepth = depth;
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color = byteround(last_tex_env_out);
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}
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// reference: 733C1FE79AEA6746, 0C6F253E03CE2FD9
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 0C6F253E03CE2FD9
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// shader: 8B30, E2C392ED7FB07E4F
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in vec4 primary_color;
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in vec2 texcoord0;
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in vec2 texcoord1;
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in vec2 texcoord2;
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in float texcoord0_w;
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in vec4 normquat;
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in vec3 view;
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#ifndef CITRA_GLES
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in vec4 gl_FragCoord;
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#endif // CITRA_GLES
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out vec4 color;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform samplerCube tex_cube;
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uniform samplerBuffer texture_buffer_lut_lf;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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#define NUM_TEV_STAGES 6
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layout (std140) uniform shader_data {
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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float shadow_bias_constant;
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float shadow_bias_linear;
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int scissor_x1;
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int scissor_y1;
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int scissor_x2;
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int scissor_y2;
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int fog_lut_offset;
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int proctex_noise_lut_offset;
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int proctex_color_map_offset;
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int proctex_alpha_map_offset;
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int proctex_lut_offset;
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int proctex_diff_lut_offset;
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float proctex_bias;
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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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vec2 proctex_noise_p;
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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vec4 clip_coef;
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};
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#define NUM_LIGHTS 8
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#define NUM_LIGHTING_SAMPLERS 24
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struct LightSrc {
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vec3 specular_0;
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vec3 specular_1;
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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vec3 spot_direction;
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float dist_atten_bias;
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float dist_atten_scale;
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};
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layout (std140) uniform shader_light_data {
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ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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float lut_scale_d0;
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float lut_scale_d1;
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float lut_scale_sp;
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float lut_scale_fr;
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float lut_scale_rb;
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float lut_scale_rg;
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float lut_scale_rr;
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int shadow_texture_bias;
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};
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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}
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float LookupLightingLUT(int lut_index, int index, float delta) {
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vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
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return entry.r + entry.g * delta;
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}
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float LookupLightingLUTUnsigned(int lut_index, float pos) {
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int index = clamp(int(pos * 256.0), 0, 255);
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float delta = pos * 256.0 - float(index);
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return LookupLightingLUT(lut_index, index, delta);
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}
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float LookupLightingLUTSigned(int lut_index, float pos) {
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int index = clamp(int(pos * 128.0), -128, 127);
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float delta = pos * 128.0 - float(index);
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if (index < 0) index += 256;
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return LookupLightingLUT(lut_index, index, delta);
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}
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float byteround(float x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec2 byteround(vec2 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec3 byteround(vec3 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec4 byteround(vec4 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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float getLod(vec2 coord) {
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vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
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return log2(max(d.x, d.y));
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}
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vec4 shadowTexture(vec2 uv, float w) {
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return vec4(1.0);
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}
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vec4 shadowTextureCube(vec2 uv, float w) {
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return vec4(1.0);
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}
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void main() {
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vec4 rounded_primary_color = byteround(primary_color);
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vec4 primary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
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float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
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float depth = z_over_w * depth_scale + depth_offset;
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vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
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vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
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vec4 combiner_buffer = vec4(0.0);
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vec4 next_combiner_buffer = tev_combiner_buffer_color;
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vec4 last_tex_env_out = vec4(0.0);
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vec3 color_output_0 = byteround(clamp((texcolor1.rgb) + (texcolor0.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_0, alpha_output_0);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_1 = (last_tex_env_out.a);
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last_tex_env_out = vec4(color_output_1, alpha_output_1);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_2 = (last_tex_env_out.a);
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last_tex_env_out = vec4(color_output_2, alpha_output_2);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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float fog_index = depth * 128.0;
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int fog_i = int(fog_index);
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float fog_f = fract(fog_index);
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vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: CC1D666E7E8B385C, E2C392ED7FB07E4F
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, E2C392ED7FB07E4F
|
|
// shader: 8B30, D42DACFD41744BCD
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - combiner_buffer.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: CE0C8BD4988B188C, D42DACFD41744BCD
|
|
// program: 6083E0861A876FA3, D7255673101445A5, D42DACFD41744BCD
|
|
// reference: 733C1FE79B280D71, 0C6F253E03CE2FD9
|
|
// reference: CC1D666E7F49526B, E2C392ED7FB07E4F
|
|
// reference: CE0C8BD4994972BB, D42DACFD41744BCD
|
|
// shader: 8B30, 3C80130B69544E88
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = 2.0 * (texcolor2).rgb - 1.0;
|
|
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor1.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: EDCC1A5518224A7C, 3C80130B69544E88
|
|
// program: 75EE729B6800B695, 0D30074279C2FEED, 3C80130B69544E88
|
|
// reference: 1F43DBBBCBF26A10, 819CBD1D7C856455
|
|
// reference: EDCC1A5519E0204B, 3C80130B69544E88
|
|
// shader: 8B30, 48E30A20F5A3D6CF
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: B976CB40FF2D5B60, 48E30A20F5A3D6CF
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 48E30A20F5A3D6CF
|
|
// shader: 8B30, 936DD7E068311C4A
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 147BE5133A518984, 936DD7E068311C4A
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 936DD7E068311C4A
|
|
// shader: 8B30, 922EBBEB84424807
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: A891EFBDBBAE9F3E, 922EBBEB84424807
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 922EBBEB84424807
|
|
// reference: 214B7164C87F8A67, 4A4C76D8CE455D09
|
|
// shader: 8B30, 1B479091D5BB2B87
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (const_color[3].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_4 = byteround(clamp((rounded_primary_color.rgb) * (const_color[4].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (rounded_primary_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: B1C03DBA0BD08880, 1B479091D5BB2B87
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 1B479091D5BB2B87
|
|
// shader: 8B30, E46E9A8686A1CE23
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_4 = byteround(clamp((rounded_primary_color.rgb) * (const_color[4].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (rounded_primary_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 6195D31249F78371, E46E9A8686A1CE23
|
|
// program: 6083E0861A876FA3, D7255673101445A5, E46E9A8686A1CE23
|
|
// reference: B1C03DBA0A12E2B7, 1B479091D5BB2B87
|
|
// reference: 6195D3124835E946, E46E9A8686A1CE23
|
|
// reference: 79966E15FF2D5B60, 123B76AEF5A3D6CF
|
|
// shader: 8B30, 0E179B381286CCB2
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (secondary_fragment_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: DB37113529388944, 0E179B381286CCB2
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 0E179B381286CCB2
|
|
// shader: 8B30, C54390E6911B554A
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (texcolor0.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 04B1567C68D98AC9, C54390E6911B554A
|
|
// program: 6083E0861A876FA3, D7255673101445A5, C54390E6911B554A
|
|
// reference: DB37113528FAE373, 0E179B381286CCB2
|
|
// reference: 04B1567C691BE0FE, C54390E6911B554A
|
|
// shader: 8B30, E4E015A429D806AA
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((combiner_buffer.rgb) * (secondary_fragment_color.rgb) + (const_color[1].rgb) * (vec3(1.0) - (secondary_fragment_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 2CCF7DC036460CD8, E4E015A429D806AA
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, E4E015A429D806AA
|
|
// reference: 2CCF7DC0378466EF, E4E015A429D806AA
|
|
// shader: 8B30, F7DF7322828C09FB
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: EAF75F51FEEF3157, F7DF7322828C09FB
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, F7DF7322828C09FB
|
|
// reference: EAF75F51FF2D5B60, F7DF7322828C09FB
|
|
// shader: 8B30, 4D1CF6AE012D8AB7
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (const_color[2].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (vec3(1.0) - combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 6B5180D6765A9235, 4D1CF6AE012D8AB7
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4D1CF6AE012D8AB7
|
|
// reference: 6B5180D67798F802, 4D1CF6AE012D8AB7
|
|
// shader: 8B30, AB92A024E2A47E16
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (rounded_primary_color.rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 4301E06664F97F39, AB92A024E2A47E16
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, AB92A024E2A47E16
|
|
// reference: 4301E066653B150E, AB92A024E2A47E16
|
|
// shader: 8B30, 504A6E32BFD30EA2
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (rounded_primary_color.rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 1080747764F97F39, 504A6E32BFD30EA2
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 504A6E32BFD30EA2
|
|
// reference: 10807477653B150E, 504A6E32BFD30EA2
|
|
// reference: 4751C9D269C3ED48, EF5FAC7F0A0360E3
|
|
// reference: B976CB40FEEF3157, 48E30A20F5A3D6CF
|
|
// shader: 8B30, F146DE87BAA130C3
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 7D6DFF71CF600DA8, F146DE87BAA130C3
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, F146DE87BAA130C3
|
|
// reference: 4751C9D26801877F, EF5FAC7F0A0360E3
|
|
// shader: 8B30, 90E3BD0B925F9D21
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: C187F5DF4E9F1B12, 90E3BD0B925F9D21
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 90E3BD0B925F9D21
|
|
// shader: 8B30, BF779435C30EF2A3
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 4301E0660BDEB57B, BF779435C30EF2A3
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, BF779435C30EF2A3
|
|
// shader: 8B30, CF3E6C865605ED05
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb) + (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: C0DE8A8E15F06067, CF3E6C865605ED05
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, CF3E6C865605ED05
|
|
// reference: 4301E0660A1CDF4C, BF779435C30EF2A3
|
|
// reference: C0DE8A8E14320A50, CF3E6C865605ED05
|
|
// reference: B33C0DE6915F4D53, EF5FAC7F0A0360E3
|
|
// reference: B33C0DE6909D2764, EF5FAC7F0A0360E3
|
|
// shader: 8B30, 030DA812FF556570
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 6D48431719F4F5C0, 030DA812FF556570
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 030DA812FF556570
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// reference: D5C0D34485CCB595, 7974F3663498993D
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// program: CA200C7570C0B3E4, 5BF5E21F212634DF, 7974F3663498993D
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// reference: 6D48431718369FF7, 030DA812FF556570
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// reference: D5C0D344840EDFA2, 7974F3663498993D
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// shader: 8B30, 956651EFA1E746B5
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in vec4 primary_color;
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in vec2 texcoord0;
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in vec2 texcoord1;
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in vec2 texcoord2;
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in float texcoord0_w;
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in vec4 normquat;
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in vec3 view;
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#ifndef CITRA_GLES
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in vec4 gl_FragCoord;
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#endif // CITRA_GLES
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out vec4 color;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform samplerCube tex_cube;
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uniform samplerBuffer texture_buffer_lut_lf;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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#define NUM_TEV_STAGES 6
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layout (std140) uniform shader_data {
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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float shadow_bias_constant;
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float shadow_bias_linear;
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int scissor_x1;
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int scissor_y1;
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int scissor_x2;
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int scissor_y2;
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int fog_lut_offset;
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int proctex_noise_lut_offset;
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int proctex_color_map_offset;
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int proctex_alpha_map_offset;
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int proctex_lut_offset;
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int proctex_diff_lut_offset;
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float proctex_bias;
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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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vec2 proctex_noise_p;
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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vec4 clip_coef;
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};
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#define NUM_LIGHTS 8
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#define NUM_LIGHTING_SAMPLERS 24
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struct LightSrc {
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vec3 specular_0;
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vec3 specular_1;
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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vec3 spot_direction;
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float dist_atten_bias;
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float dist_atten_scale;
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};
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layout (std140) uniform shader_light_data {
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ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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float lut_scale_d0;
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float lut_scale_d1;
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float lut_scale_sp;
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float lut_scale_fr;
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float lut_scale_rb;
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float lut_scale_rg;
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float lut_scale_rr;
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int shadow_texture_bias;
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};
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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}
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float LookupLightingLUT(int lut_index, int index, float delta) {
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vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
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return entry.r + entry.g * delta;
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}
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float LookupLightingLUTUnsigned(int lut_index, float pos) {
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int index = clamp(int(pos * 256.0), 0, 255);
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float delta = pos * 256.0 - float(index);
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return LookupLightingLUT(lut_index, index, delta);
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}
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float LookupLightingLUTSigned(int lut_index, float pos) {
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int index = clamp(int(pos * 128.0), -128, 127);
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float delta = pos * 128.0 - float(index);
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if (index < 0) index += 256;
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return LookupLightingLUT(lut_index, index, delta);
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}
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float byteround(float x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec2 byteround(vec2 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec3 byteround(vec3 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec4 byteround(vec4 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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float getLod(vec2 coord) {
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vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
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return log2(max(d.x, d.y));
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}
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vec4 shadowTexture(vec2 uv, float w) {
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return vec4(1.0);
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}
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vec4 shadowTextureCube(vec2 uv, float w) {
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return vec4(1.0);
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}
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void main() {
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vec4 rounded_primary_color = byteround(primary_color);
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vec4 primary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
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float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
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float depth = z_over_w * depth_scale + depth_offset;
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vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
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vec3 light_vector = vec3(0.0);
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vec3 refl_value = vec3(0.0);
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vec3 spot_dir = vec3(0.0);
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vec3 half_vector = vec3(0.0);
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float dot_product = 0.0;
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float clamp_highlights = 1.0;
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float geo_factor = 1.0;
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vec3 surface_normal = vec3(0.0, 0.0, 1.0);
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vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
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vec4 normalized_normquat = normalize(normquat);
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vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
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vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
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vec4 shadow = vec4(1.0);
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light_vector = normalize(light_src[0].position);
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spot_dir = light_src[0].spot_direction;
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half_vector = normalize(view) + light_vector;
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dot_product = max(dot(light_vector, normal), 0.0);
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refl_value.r = 1.0;
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refl_value.g = refl_value.r;
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refl_value.b = refl_value.r;
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specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
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diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
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specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
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diffuse_sum.rgb += lighting_global_ambient;
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secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
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vec4 combiner_buffer = vec4(0.0);
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vec4 next_combiner_buffer = tev_combiner_buffer_color;
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vec4 last_tex_env_out = vec4(0.0);
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vec3 color_output_0 = (const_color[0].rgb);
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float alpha_output_0 = (secondary_fragment_color.r);
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last_tex_env_out = vec4(color_output_0 * 1.0, alpha_output_0 * 4.0);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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next_combiner_buffer.rgb = last_tex_env_out.rgb;
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next_combiner_buffer.a = last_tex_env_out.a;
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vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_1 = (const_color[1].a);
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last_tex_env_out = vec4(color_output_1, alpha_output_1);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_2 = byteround(clamp((secondary_fragment_color.rgb) * (vec3(1.0) - combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.a), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_2, alpha_output_2);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_3 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[3].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_3 = byteround(clamp((last_tex_env_out.a) + (combiner_buffer.a), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_3, alpha_output_3);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_4 = (last_tex_env_out.a);
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last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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float fog_index = depth * 128.0;
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int fog_i = int(fog_index);
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float fog_f = fract(fog_index);
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vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
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float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
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fog_factor = clamp(fog_factor, 0.0, 1.0);
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last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
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gl_FragDepth = depth;
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color = byteround(last_tex_env_out);
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}
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// reference: 3E857AE151FBFE83, 956651EFA1E746B5
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// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 956651EFA1E746B5
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// shader: 8B30, 21078B7BE71FB96D
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in vec4 primary_color;
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in vec2 texcoord0;
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in vec2 texcoord1;
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in vec2 texcoord2;
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in float texcoord0_w;
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in vec4 normquat;
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in vec3 view;
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#ifndef CITRA_GLES
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in vec4 gl_FragCoord;
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#endif // CITRA_GLES
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out vec4 color;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform samplerCube tex_cube;
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uniform samplerBuffer texture_buffer_lut_lf;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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#define NUM_TEV_STAGES 6
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layout (std140) uniform shader_data {
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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float shadow_bias_constant;
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float shadow_bias_linear;
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int scissor_x1;
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int scissor_y1;
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int scissor_x2;
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int scissor_y2;
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int fog_lut_offset;
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int proctex_noise_lut_offset;
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int proctex_color_map_offset;
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int proctex_alpha_map_offset;
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int proctex_lut_offset;
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int proctex_diff_lut_offset;
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float proctex_bias;
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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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vec2 proctex_noise_p;
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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vec4 clip_coef;
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};
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#define NUM_LIGHTS 8
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#define NUM_LIGHTING_SAMPLERS 24
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struct LightSrc {
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vec3 specular_0;
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vec3 specular_1;
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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vec3 spot_direction;
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float dist_atten_bias;
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float dist_atten_scale;
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};
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layout (std140) uniform shader_light_data {
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ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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float lut_scale_d0;
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float lut_scale_d1;
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float lut_scale_sp;
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float lut_scale_fr;
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float lut_scale_rb;
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float lut_scale_rg;
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float lut_scale_rr;
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int shadow_texture_bias;
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};
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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}
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float LookupLightingLUT(int lut_index, int index, float delta) {
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vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
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return entry.r + entry.g * delta;
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}
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float LookupLightingLUTUnsigned(int lut_index, float pos) {
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int index = clamp(int(pos * 256.0), 0, 255);
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float delta = pos * 256.0 - float(index);
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return LookupLightingLUT(lut_index, index, delta);
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}
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float LookupLightingLUTSigned(int lut_index, float pos) {
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int index = clamp(int(pos * 128.0), -128, 127);
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float delta = pos * 128.0 - float(index);
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if (index < 0) index += 256;
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return LookupLightingLUT(lut_index, index, delta);
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}
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float byteround(float x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec2 byteround(vec2 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec3 byteround(vec3 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec4 byteround(vec4 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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float getLod(vec2 coord) {
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vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
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return log2(max(d.x, d.y));
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}
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vec4 shadowTexture(vec2 uv, float w) {
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return vec4(1.0);
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}
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vec4 shadowTextureCube(vec2 uv, float w) {
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return vec4(1.0);
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}
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void main() {
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vec4 rounded_primary_color = byteround(primary_color);
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vec4 primary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
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float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
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float depth = z_over_w * depth_scale + depth_offset;
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vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
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vec4 combiner_buffer = vec4(0.0);
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vec4 next_combiner_buffer = tev_combiner_buffer_color;
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vec4 last_tex_env_out = vec4(0.0);
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vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_0, alpha_output_0);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
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float fog_index = depth * 128.0;
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int fog_i = int(fog_index);
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float fog_f = fract(fog_index);
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vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
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float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
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fog_factor = clamp(fog_factor, 0.0, 1.0);
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last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
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gl_FragDepth = depth;
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color = byteround(last_tex_env_out);
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}
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// reference: 5D501F2C55E2EB09, 21078B7BE71FB96D
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// program: 5900633826961176, 24CFA9CD0C9C43C4, 21078B7BE71FB96D
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// reference: 3E857AE1503994B4, 956651EFA1E746B5
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// reference: 5D501F2C5420813E, 21078B7BE71FB96D
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// shader: 8B30, 70AB05657238CF0C
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in vec4 primary_color;
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in vec2 texcoord0;
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in vec2 texcoord1;
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in vec2 texcoord2;
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in float texcoord0_w;
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in vec4 normquat;
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in vec3 view;
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#ifndef CITRA_GLES
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in vec4 gl_FragCoord;
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#endif // CITRA_GLES
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out vec4 color;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform samplerCube tex_cube;
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uniform samplerBuffer texture_buffer_lut_lf;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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#define NUM_TEV_STAGES 6
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layout (std140) uniform shader_data {
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
geo_factor = dot(half_vector, half_vector);
|
|
geo_factor = geo_factor == 0.0 ? 0.0 : min(dot_product / geo_factor, 1.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) * geo_factor) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor1.rgb) * (const_color[3].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_4 = byteround(clamp((rounded_primary_color.rgb) * (const_color[4].rgb) + (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (const_color[5].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 834E92D1E53DBADD, 70AB05657238CF0C
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 70AB05657238CF0C
|
|
// reference: 834E92D1E4FFD0EA, 70AB05657238CF0C
|
|
// shader: 8B30, 6A08BD2D4863B51C
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: E1CBF3967B9E2954, 6A08BD2D4863B51C
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 6A08BD2D4863B51C
|
|
// shader: 8B30, 6F4CBFCB603C8DA0
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 5D21F938FA613FEE, 6F4CBFCB603C8DA0
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 6F4CBFCB603C8DA0
|
|
// shader: 8B30, 1718A6FC930B5E84
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (secondary_fragment_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 1F43DBBB682876B1, 1718A6FC930B5E84
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 1718A6FC930B5E84
|
|
// shader: 8B30, E86638AA5310D8AA
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (texcolor0.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: C0C59CF277DFE600, E86638AA5310D8AA
|
|
// program: 6083E0861A876FA3, D7255673101445A5, E86638AA5310D8AA
|
|
// reference: 1F43DBBB69EA1C86, 1718A6FC930B5E84
|
|
// reference: C0C59CF2761D8C37, E86638AA5310D8AA
|
|
// shader: 8B30, E75633FB0E6981D5
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((texcolor0.rgb) * (const_color[0].aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (const_color[1].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_2 = byteround(clamp((texcolor1.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[3].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: EDC3DD0D3BEF708B, E75633FB0E6981D5
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, E75633FB0E6981D5
|
|
// reference: EDC3DD0D3A2D1ABC, E75633FB0E6981D5
|
|
// shader: 8B30, BAD4CD539F6FB68A
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
geo_factor = dot(half_vector, half_vector);
|
|
geo_factor = geo_factor == 0.0 ? 0.0 : min(dot_product / geo_factor, 1.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((light_src[0].specular_0) * geo_factor) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 463B6569DFDC9EF2, BAD4CD539F6FB68A
|
|
// program: 6083E0861A876FA3, D7255673101445A5, BAD4CD539F6FB68A
|
|
// reference: 463B6569DE1EF4C5, BAD4CD539F6FB68A
|
|
// reference: FDEA16B9915F4D53, EF5FAC7F0A0360E3
|
|
// reference: FDEA16B9909D2764, EF5FAC7F0A0360E3
|
|
// shader: 8B30, 2E00512DFF3584B8
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
geo_factor = dot(half_vector, half_vector);
|
|
geo_factor = geo_factor == 0.0 ? 0.0 : min(dot_product / geo_factor, 1.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((light_src[0].specular_0) * geo_factor) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 2306FD4BDFDC9EF2, 2E00512DFF3584B8
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 2E00512DFF3584B8
|
|
// reference: 2306FD4BDE1EF4C5, 2E00512DFF3584B8
|
|
// program: D7D21C52ABD1726F, 86F5543306698380, E7E0E7819C3983DF
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 68DB47108942FC42
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, DC367EEF3FF38179
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, DD7512E4D380D534
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, B886D69DDEA7FC08
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 3025DDC3BBCA7F0A
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, FB5B34BD173B97BE
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 8655B9C399074485
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, C64BD2ADBFD30EA2
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, F9F17999E1501E36
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 60E35ACE56AD11EF
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 65A758287EF22953
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 3896F0C6E2A47E16
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 01BFAA358702C566
|
|
// shader: 8B30, E0966C869C3983DF
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (vec3(1.0) - texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 15AAB55FFEEF3157, E0966C869C3983DF
|
|
// program: D7D21C52ABD1726F, 86F5543306698380, E0966C869C3983DF
|
|
// reference: 15AAB55FFF2D5B60, E0966C869C3983DF
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4D1CF6AE012D8AB7
|
|
// shader: 8B30, 3025DDC32DCBC395
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 108074770BDEB57B, 3025DDC32DCBC395
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 3025DDC32DCBC395
|
|
// reference: 108074770A1CDF4C, 3025DDC32DCBC395
|
|
// shader: 8B30, 3832D4CF8942FC42
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (vec3(1.0) - texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 9854E14C3A518984, 3832D4CF8942FC42
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 3832D4CF8942FC42
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 8CDFED303FF38179
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 8D9C813BD380D534
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 48E30A20F5A3D6CF
|
|
// shader: 8B30, E95A3286F6379E63
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 0E1F1120CF600DA8, E95A3286F6379E63
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, E95A3286F6379E63
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 90E3BD0B925F9D21
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, F146DE87BAA130C3
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, BF779435C30EF2A3
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 030DA812FF556570
|
|
// program: CA200C7570C0B3E4, 5BF5E21F212634DF, 7974F3663498993D
|
|
// program: 6083E0861A876FA3, D7255673101445A5, D42DACFD41744BCD
|
|
// shader: 8B30, F65E9C9CD7C18279
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 92B91DC77B9E2954, F65E9C9CD7C18279
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, F65E9C9CD7C18279
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 6F4CBFCB603C8DA0
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 6A08BD2D4863B51C
|
|
// program: 0000000000000000, 0000000000000000, 828B17C8889F4FA8
|
|
// program: 0000000000000000, 0000000000000000, EE9D59D3D057292A
|
|
// program: 0000000000000000, 0000000000000000, F789075555A6DC0C
|
|
// program: 0000000000000000, 0000000000000000, B35EFE43E319BB63
|
|
// program: 0000000000000000, 0000000000000000, DC12E218392F9BDB
|
|
// program: 1F59507BE14623F6, 0CB5B5B0F7196203, 562541BA3ABBA78E
|
|
// program: 1F59507BE14623F6, 0CB5B5B0F7196203, 37742EDA55D49F83
|
|
// program: 0000000000000000, 0000000000000000, 24E6FB097480A597
|
|
// program: 0000000000000000, 0000000000000000, 36C97EDF2A28E6E4
|
|
// program: 0000000000000000, 0000000000000000, 491BA705335CC1FF
|
|
// program: 0000000000000000, 0000000000000000, 2731D021649C0914
|
|
// program: 0000000000000000, 0000000000000000, 0BE6F3E0F47A66DE
|
|
// program: 0000000000000000, 0000000000000000, 49D9C4085F76B7DD
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 860769C03D3D44C7
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, E26F6A824484CB4A
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, AEF9C4225C98274B
|
|
// program: CA200C7570C0B3E4, 5BF5E21F212634DF, 9A4719A519F0D3B1
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, C8CD1340CA3429C1
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 801FD427A7E2731F
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D432C27437740C87
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 84652672B851F433
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4C67F8CCCFD10109
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 3452E06D006D0AB8
|
|
// program: 6083E0861A876FA3, D7255673101445A5, E47D3B708A4CED52
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 6F48728BB02C6B6A
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 2BF50433C1F6BAA3
|
|
// program: 6083E0861A876FA3, D7255673101445A5, A72D9C732FCD47CF
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 78A5369844701406
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 43FBE5E44A0568D6
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, D4E865FFD420E71D
|
|
// program: 6083E0861A876FA3, D7255673101445A5, BC6551C78D5FB39C
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 6A4B78852361D924
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, EF5FAC7F0A0360E3
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 3FF5B64D5D10C2D1
|
|
// program: 6083E0861A876FA3, D7255673101445A5, E4B3B6F436164666
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 7A7BBF4F57D2AF30
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 90B48B0390511E91
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, FB5B34BD173B97BE
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 2EF534E1156590F1
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 39C071DA6B70DECB
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 14A39BD7CE94F798
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 1971CD12862A56A2
|
|
// program: 75EE729B6800B695, 0D30074279C2FEED, 7746177428E3B1AC
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, CD00AC78F1A5FE0D
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 6CA6F744C608D11B
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 01BFAA358702C566
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 3896F0C6E2A47E16
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, E7E0E7819C3983DF
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 8CDFED303FF38179
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 8D9C813BD380D534
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4A4C76D8CE455D09
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 55EA4D109C8B5AC2
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 31824E52E532D54F
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 7D14E0F2FD2E394E
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 4F61943AE1257A48
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 6D8F7C1699BA9596
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, DC367EEF3FF38179
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, DD7512E4D380D534
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 953AC8A24644AB87
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 8655B9C399074485
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, C64BD2ADBFD30EA2
|
|
// program: CA200C7570C0B3E4, 5BF5E21F212634DF, EE5E8ADDD019FE56
|
|
// reference: B7F1B943FC9B2388, 99E3C69D63280E77
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, BBED890869762C6B
|
|
// shader: 8B30, 0FCA8A61BFE64858
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
geo_factor = dot(half_vector, half_vector);
|
|
geo_factor = geo_factor == 0.0 ? 0.0 : min(dot_product / geo_factor, 1.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) * geo_factor) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((rounded_primary_color.rgb) * (const_color[3].rgb) + (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (const_color[4].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.aaa) + (const_color[5].rgb) * (vec3(1.0) - (rounded_primary_color.aaa)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: EB048FDE64311C14, 0FCA8A61BFE64858
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 0FCA8A61BFE64858
|
|
// reference: AA0E7754980D5DF6, 96392D5226F47F42
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 70AB05657238CF0C
|
|
// shader: 8B30, 24AA6C4E5D946C51
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor1.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 638EAB6B206D7A56, 24AA6C4E5D946C51
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 24AA6C4E5D946C51
|
|
// shader: 8B30, E68B78D7F4E5D652
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (texcolor0.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: C4F1ACAF51F0BD77, E68B78D7F4E5D652
|
|
// program: 6083E0861A876FA3, D7255673101445A5, E68B78D7F4E5D652
|
|
// shader: 8B30, 22FC3E6C86FE8E6B
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: B3DB45C3C679DDE3, 22FC3E6C86FE8E6B
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 22FC3E6C86FE8E6B
|
|
// shader: 8B30, 65288CF44ACA0328
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = 2.0 * (texcolor2).rgb - 1.0;
|
|
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((texcolor0.rgb) * (rounded_primary_color.rgb) + (texcolor1.rgb) * (vec3(1.0) - (rounded_primary_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (texcolor0.r);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((primary_fragment_color.rgb) * (last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.aaa) + (const_color[3].rgb) * (vec3(1.0) - (rounded_primary_color.aaa)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: A40396FD851EA85E, 65288CF44ACA0328
|
|
// program: 75EE729B6800B695, 0D30074279C2FEED, 65288CF44ACA0328
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, E75633FB0E6981D5
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 1544B191CF7C4BD0
|
|
// shader: 8B30, C425305A45C03DCD
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = (const_color[1].rgb);
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (texcolor0.rgb) + (const_color[2].rgb) * (vec3(1.0) - (texcolor0.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (texcolor1.rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 77F338795CDEABCA, C425305A45C03DCD
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, C425305A45C03DCD
|
|
// shader: 8B30, 5408DCE20187AC3F
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = (const_color[1].rgb);
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (texcolor0.rgb) + (const_color[2].rgb) * (vec3(1.0) - (texcolor0.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 1A2B3CA07F7B67A6, 5408DCE20187AC3F
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 5408DCE20187AC3F
|
|
// shader: 8B30, E81D7C33CE6DDF01
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (secondary_fragment_color.b);
|
|
last_tex_env_out = vec4(color_output_0 * 1.0, alpha_output_0 * 4.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = byteround(clamp((texcolor0.r) * (const_color[1].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((secondary_fragment_color.rgb) * (vec3(1.0) - combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[3].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((last_tex_env_out.a) + (combiner_buffer.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((last_tex_env_out.a) + (const_color[4].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 9CF4A48EA1D14D07, E81D7C33CE6DDF01
|
|
// program: 6083E0861A876FA3, D7255673101445A5, E81D7C33CE6DDF01
|
|
// shader: 8B30, 105B0DC139B9C879
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = (secondary_fragment_color.b);
|
|
last_tex_env_out = vec4(color_output_0 * 1.0, alpha_output_0 * 4.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = byteround(clamp((texcolor0.r) * (const_color[1].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((secondary_fragment_color.rgb) * (vec3(1.0) - combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[3].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((last_tex_env_out.a) + (combiner_buffer.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 5A48E0CAA7AD5982, 105B0DC139B9C879
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 105B0DC139B9C879
|
|
// shader: 8B30, 123AEB0E49911F61
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((rounded_primary_color.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 0ED18B3D3AC5214B, 123AEB0E49911F61
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 123AEB0E49911F61
|
|
// reference: EB048FDE65F37623, 0FCA8A61BFE64858
|
|
// reference: AA0E775499CF37C1, 96392D5226F47F42
|
|
// reference: 638EAB6B21AF1061, 24AA6C4E5D946C51
|
|
// reference: C4F1ACAF5032D740, E68B78D7F4E5D652
|
|
// reference: B3DB45C3C7BBB7D4, 22FC3E6C86FE8E6B
|
|
// reference: A40396FD84DCC269, 65288CF44ACA0328
|
|
// reference: 5195C0E4CBF26A10, 1544B191CF7C4BD0
|
|
// reference: 77F338795D1CC1FD, C425305A45C03DCD
|
|
// reference: 1A2B3CA07EB90D91, 5408DCE20187AC3F
|
|
// reference: 9CF4A48EA0132730, E81D7C33CE6DDF01
|
|
// reference: 5A48E0CAA66F33B5, 105B0DC139B9C879
|
|
// reference: 0ED18B3D3B074B7C, 123AEB0E49911F61
|
|
// shader: 8B30, 41DFA454F32FD14B
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (texcolor0.rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (texcolor0.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (texcolor0.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (rounded_primary_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 025EA929347DC285, 41DFA454F32FD14B
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 41DFA454F32FD14B
|
|
// shader: 8B30, 4D56D083A0974B0A
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (texcolor0.rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (texcolor0.aaa) + (const_color[1].rgb) * (vec3(1.0) - (texcolor0.aaa)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((combiner_buffer.rgb) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (rounded_primary_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 3E8024D5FEFA6FA3, 4D56D083A0974B0A
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4D56D083A0974B0A
|
|
// shader: 8B30, 54F828EC479422A6
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (rounded_primary_color.rgb);
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((combiner_buffer.rgb) * (rounded_primary_color.rgb) + (const_color[1].rgb) * (vec3(1.0) - (rounded_primary_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: A07FE0CBCB57845E, 54F828EC479422A6
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 54F828EC479422A6
|
|
// shader: 8B30, B29BF3D33C615682
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (texcolor0.rgb);
|
|
float alpha_output_0 = (texcolor0.r);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((combiner_buffer.rgb) * (last_tex_env_out.rgb) + (const_color[1].rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (rounded_primary_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 18204D579C64CC94, B29BF3D33C615682
|
|
// program: 6083E0861A876FA3, D7255673101445A5, B29BF3D33C615682
|
|
// shader: 8B30, 168402D8606C55B3
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (combiner_buffer.rgb);
|
|
float alpha_output_0 = (texcolor0.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((combiner_buffer.rgb) * (texcolor0.rgb) + (const_color[1].rgb) * (vec3(1.0) - (texcolor0.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 6CD4E613D0ACF189, 168402D8606C55B3
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 168402D8606C55B3
|
|
// program: 6083E0861A876FA3, D7255673101445A5, D42DACFD41744BCD
|
|
// reference: 025EA92935BFA8B2, 41DFA454F32FD14B
|
|
// reference: 3E8024D5FF380594, 4D56D083A0974B0A
|
|
// reference: A07FE0CBCA95EE69, 54F828EC479422A6
|
|
// reference: 18204D579DA6A6A3, B29BF3D33C615682
|
|
// reference: 6CD4E613D16E9BBE, 168402D8606C55B3
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 3025DDC3BBCA7F0A
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 48E30A20F5A3D6CF
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 936DD7E068311C4A
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 922EBBEB84424807
|
|
// shader: 8B30, 34EF4FF3D19FE9AF
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (primary_fragment_color.rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (const_color[2].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (vec3(1.0) - combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: A3E4C7FA35320176, 34EF4FF3D19FE9AF
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 34EF4FF3D19FE9AF
|
|
// reference: A3E4C7FA34F06B41, 34EF4FF3D19FE9AF
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, E4E015A429D806AA
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, CF3E6C865605ED05
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 21078B7BE71FB96D
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, F7DF7322828C09FB
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, BF779435C30EF2A3
|
|
// reference: E0788D1990CD91FC, 35C2BCCDC2FFE3E5
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 35C2BCCDC2FFE3E5
|
|
// reference: E0788D19910FFBCB, 35C2BCCDC2FFE3E5
|
|
// program: D7D21C52ABD1726F, 86F5543306698380, E7E0E7819C3983DF
|
|
// shader: 8B30, AB2AE55CE195F063
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(light_vector, spot_dir))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 50A46ADDB1487D87, AB2AE55CE195F063
|
|
// program: 6083E0861A876FA3, D7255673101445A5, AB2AE55CE195F063
|
|
// shader: 8B30, 2DABDA4E5567CC9F
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((secondary_fragment_color.r) * (texcolor1.r), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0 * 1.0, alpha_output_0 * 4.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = byteround(clamp((texcolor0.a) * (const_color[1].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_1 * 2.0, alpha_output_1 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((last_tex_env_out.a) + (combiner_buffer.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3 * 2.0, alpha_output_3 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 75CC919F9CF848C1, 2DABDA4E5567CC9F
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 2DABDA4E5567CC9F
|
|
// shader: 8B30, 5CDA726E7CFB8435
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((secondary_fragment_color.r) * (texcolor1.r), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0 * 1.0, alpha_output_0 * 4.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = byteround(clamp((texcolor0.a) * (const_color[1].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_1 * 2.0, alpha_output_1 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((last_tex_env_out.a) + (combiner_buffer.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3 * 2.0, alpha_output_3 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: F88D75C7816D5B16, 5CDA726E7CFB8435
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 5CDA726E7CFB8435
|
|
// reference: 50A46ADDB08A17B0, AB2AE55CE195F063
|
|
// reference: 75CC919F9D3A22F6, 2DABDA4E5567CC9F
|
|
// reference: F88D75C780AF3121, 5CDA726E7CFB8435
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, B886D69DDEA7FC08
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 65A758287EF22953
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 60E35ACE56AD11EF
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, F146DE87BAA130C3
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 90E3BD0B925F9D21
|
|
// shader: 8B30, D432C274DDAD8189
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((rounded_primary_color.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: A3DCA56EFE7B9998, D432C274DDAD8189
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D432C274DDAD8189
|
|
// shader: 8B30, C8CD134020EDA4CF
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((rounded_primary_color.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 1F36AFC07F848F22, C8CD134020EDA4CF
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, C8CD134020EDA4CF
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 504A6E32BFD30EA2
|
|
// shader: 8B30, 3437A9323AF4832E
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (vec3(1.0) - combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: BE6FE6D5765A9235, 3437A9323AF4832E
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 3437A9323AF4832E
|
|
// reference: BE6FE6D57798F802, 3437A9323AF4832E
|
|
// shader: 8B30, 696D6FAC7EF22953
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (rounded_primary_color.rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: BD8D5A24A047C7EA, 696D6FAC7EF22953
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 696D6FAC7EF22953
|
|
// shader: 8B30, 6C296D4A56AD11EF
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (rounded_primary_color.rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 0167508A21B8D150, 6C296D4A56AD11EF
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 6C296D4A56AD11EF
|
|
// shader: 8B30, F04A19382EAAA2DC
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(normal, normalize(view))));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(normal, normalize(view))));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((secondary_fragment_color.aaa) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1 * 2.0, alpha_output_1 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[2].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 373D5623F2302476, F04A19382EAAA2DC
|
|
// program: 6083E0861A876FA3, D7255673101445A5, F04A19382EAAA2DC
|
|
// shader: 8B30, F04A19384786D026
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(normal, normalize(view))));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(normal, normalize(view))));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((secondary_fragment_color.aaa) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1 * 4.0, alpha_output_1 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[2].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 373D56231C1CF491, F04A19384786D026
|
|
// program: 6083E0861A876FA3, D7255673101445A5, F04A19384786D026
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 819CBD1D7C856455
|
|
// program: 75EE729B6800B695, 0D30074279C2FEED, 3C80130B69544E88
|
|
// reference: 373D5623F3F24E41, F04A19382EAAA2DC
|
|
// reference: 373D56231DDE9EA6, F04A19384786D026
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 3025DDC32DCBC395
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, E0966C869C3983DF
|
|
// shader: 8B30, 55DC97714BEADD97
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (rounded_primary_color.rgb);
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: B2CD74B5A6F39DCE, 55DC97714BEADD97
|
|
// program: CA200C7570C0B3E4, 5BF5E21F212634DF, 55DC97714BEADD97
|
|
// shader: 8B30, 6093E1CECC902CE9
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (rounded_primary_color.rgb);
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 79F990AA624D251D, 6093E1CECC902CE9
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 6093E1CECC902CE9
|
|
// reference: B2CD74B5A731F7F9, 55DC97714BEADD97
|
|
// shader: 8B30, 5E74519C14EA688B
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (rounded_primary_color.rgb);
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: C5139A04E3B233A7, 5E74519C14EA688B
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 5E74519C14EA688B
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 68DB47108942FC42
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, DC367EEF3FF38179
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, DD7512E4D380D534
|
|
// program: D7D21C52ABD1726F, 86F5543306698380, E7E0E7819C3983DF
|
|
// program: 0000000000000000, 0000000000000000, 828B17C8889F4FA8
|
|
// program: 0000000000000000, 0000000000000000, EE9D59D3D057292A
|
|
// program: 0000000000000000, 0000000000000000, F789075555A6DC0C
|
|
// program: 0000000000000000, 0000000000000000, B35EFE43E319BB63
|
|
// program: 0000000000000000, 0000000000000000, DC12E218392F9BDB
|
|
// program: 1F59507BE14623F6, 0CB5B5B0F7196203, 562541BA3ABBA78E
|
|
// program: 1F59507BE14623F6, 0CB5B5B0F7196203, 37742EDA55D49F83
|
|
// program: 0000000000000000, 0000000000000000, 24E6FB097480A597
|
|
// program: 0000000000000000, 0000000000000000, 36C97EDF2A28E6E4
|
|
// program: 0000000000000000, 0000000000000000, 491BA705335CC1FF
|
|
// program: 0000000000000000, 0000000000000000, 2731D021649C0914
|
|
// program: 0000000000000000, 0000000000000000, 0BE6F3E0F47A66DE
|
|
// program: 0000000000000000, 0000000000000000, 49D9C4085F76B7DD
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 860769C03D3D44C7
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, E26F6A824484CB4A
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, AEF9C4225C98274B
|
|
// program: CA200C7570C0B3E4, 5BF5E21F212634DF, 9A4719A519F0D3B1
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, C8CD1340CA3429C1
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 801FD427A7E2731F
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D432C27437740C87
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 84652672B851F433
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4C67F8CCCFD10109
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 3452E06D006D0AB8
|
|
// program: 6083E0861A876FA3, D7255673101445A5, E47D3B708A4CED52
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 6F48728BB02C6B6A
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 2BF50433C1F6BAA3
|
|
// program: 6083E0861A876FA3, D7255673101445A5, A72D9C732FCD47CF
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 78A5369844701406
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 43FBE5E44A0568D6
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, D4E865FFD420E71D
|
|
// program: 6083E0861A876FA3, D7255673101445A5, BC6551C78D5FB39C
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 6A4B78852361D924
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, EF5FAC7F0A0360E3
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 3FF5B64D5D10C2D1
|
|
// program: 6083E0861A876FA3, D7255673101445A5, E4B3B6F436164666
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 7A7BBF4F57D2AF30
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 90B48B0390511E91
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, FB5B34BD173B97BE
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 2EF534E1156590F1
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 39C071DA6B70DECB
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 14A39BD7CE94F798
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 1971CD12862A56A2
|
|
// program: 75EE729B6800B695, 0D30074279C2FEED, 7746177428E3B1AC
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, CD00AC78F1A5FE0D
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 6CA6F744C608D11B
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 01BFAA358702C566
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 3896F0C6E2A47E16
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, E7E0E7819C3983DF
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 8CDFED303FF38179
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 8D9C813BD380D534
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4A4C76D8CE455D09
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 55EA4D109C8B5AC2
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 31824E52E532D54F
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 7D14E0F2FD2E394E
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 4F61943AE1257A48
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 6D8F7C1699BA9596
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 123B76AEF5A3D6CF
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D839234284424807
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D97A4F4968311C4A
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4EA4F573494CC949
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 1593E07D34B84771
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 5B5C165131A8B45B
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 42E9712B283DBB26
|
|
// program: 6083E0861A876FA3, D7255673101445A5, BAC32BDE6A4C33EE
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 1544B191CF7C4BD0
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 819CBD1D7C856455
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 0E7A88DECDE5BC41
|
|
// program: 6083E0861A876FA3, D7255673101445A5, F161BE6012D93F3F
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 3025DDC3BBCA7F0A
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 953AC8A24644AB87
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 8655B9C399074485
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, C64BD2ADBFD30EA2
|
|
// program: CA200C7570C0B3E4, 5BF5E21F212634DF, EE5E8ADDD019FE56
|
|
// program: 6083E0861A876FA3, D7255673101445A5, D42DACFD41744BCD
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 48E30A20F5A3D6CF
|
|
// shader: 8B30, EE73D6A274B2C62A
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = 2.0 * (texcolor2).rgb - 1.0;
|
|
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 1D7124E4F55A5875, EE73D6A274B2C62A
|
|
// program: 75EE729B6800B695, 0D30074279C2FEED, EE73D6A274B2C62A
|
|
// reference: 1D7124E46D0CEF72, EE73D6A274B2C62A
|
|
// shader: 8B30, F127D6B901296285
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = 2.0 * (texcolor1).rgb - 1.0;
|
|
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
geo_factor = dot(half_vector, half_vector);
|
|
geo_factor = geo_factor == 0.0 ? 0.0 : min(dot_product / geo_factor, 1.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + (((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1) * geo_factor)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (const_color[5].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 69CED4609F13B977, F127D6B901296285
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, F127D6B901296285
|
|
// shader: 8B30, 62C9BA0AAC2C5C6D
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 8735DBE1086D8839, 62C9BA0AAC2C5C6D
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 62C9BA0AAC2C5C6D
|
|
// shader: 8B30, FE650AFC5C0DEA84
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = 2.0 * (texcolor0).rgb - 1.0;
|
|
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (const_color[2].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (secondary_fragment_color.rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: DFD771DA10B409FE, FE650AFC5C0DEA84
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, FE650AFC5C0DEA84
|
|
// shader: 8B30, A6902822C2F97A46
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = 2.0 * (texcolor2).rgb - 1.0;
|
|
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1 * 2.0, alpha_output_1 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_4 = byteround(clamp((rounded_primary_color.rgb) * (const_color[4].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (rounded_primary_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 3F828C848D46D24B, A6902822C2F97A46
|
|
// program: 75EE729B6800B695, 0D30074279C2FEED, A6902822C2F97A46
|
|
// shader: 8B30, BE4E57E3041FF80F
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].aaa);
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (const_color[1].rgb) - vec3(0.5), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_2 = byteround(clamp((vec3(1.0) - secondary_fragment_color.rgb) * (last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[3].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 7058BBBC325D91E9, BE4E57E3041FF80F
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, BE4E57E3041FF80F
|
|
// reference: 1D7124E4F4983242, EE73D6A274B2C62A
|
|
// reference: 1D7124E46CCE8545, EE73D6A274B2C62A
|
|
// reference: 69CED4609ED1D340, F127D6B901296285
|
|
// reference: 8735DBE109AFE20E, 62C9BA0AAC2C5C6D
|
|
// reference: DFD771DA117663C9, FE650AFC5C0DEA84
|
|
// reference: 3F828C848C84B87C, A6902822C2F97A46
|
|
// reference: 7058BBBC339FFBDE, BE4E57E3041FF80F
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, E4E015A429D806AA
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 21078B7BE71FB96D
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, F7DF7322828C09FB
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, BF779435C30EF2A3
|
|
// shader: 8B30, F146DE875DF3C449
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: BD8D5A24CF600DA8, F146DE875DF3C449
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, F146DE875DF3C449
|
|
// shader: 8B30, 90E3BD0B750D69AB
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 0167508A4E9F1B12, 90E3BD0B750D69AB
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 90E3BD0B750D69AB
|
|
// reference: 166171F0325D91E9, BE4E57E3041FF80F
|
|
// reference: 166171F0339FFBDE, BE4E57E3041FF80F
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 65A758287EF22953
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4D1CF6AE012D8AB7
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, AB92A024E2A47E16
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 504A6E32BFD30EA2
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 60E35ACE56AD11EF
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 696D6FAC7EF22953
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 6C296D4A56AD11EF
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 936DD7E068311C4A
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 922EBBEB84424807
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, F146DE87BAA130C3
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 90E3BD0B925F9D21
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, CF3E6C865605ED05
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 123AEB0E49911F61
|
|
// reference: 963061A9019A9049, 953AC8A24644AB87
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 956651EFA1E746B5
|
|
// shader: 8B30, 40D2B788CF2DCAB6
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (const_color[0].rgb);
|
|
float alpha_output_0 = byteround(clamp((texcolor0.g) - (1.0 - rounded_primary_color.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0 * 1.0, alpha_output_0 * 2.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: C5B1F5B80058FA7E, 40D2B788CF2DCAB6
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 40D2B788CF2DCAB6
|
|
// reference: C5B1F5B8019A9049, 40D2B788CF2DCAB6
|
|
// shader: 8B30, 8D98BA975F62E19F
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: A3DCA56E915C53DA, 8D98BA975F62E19F
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 8D98BA975F62E19F
|
|
// shader: 8B30, D74CB103F483662E
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 1F36AFC010A34560, D74CB103F483662E
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D74CB103F483662E
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 6093E1CECC902CE9
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 5E74519C14EA688B
|
|
// reference: E0788D193A87CF28, 7A7BBF4F57D2AF30
|
|
// shader: 8B30, E2487CDC58D7CEFC
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 837BF775FF3BA606, E2487CDC58D7CEFC
|
|
// program: 6083E0861A876FA3, D7255673101445A5, E2487CDC58D7CEFC
|
|
// reference: E0788D193B45A51F, 7A7BBF4F57D2AF30
|
|
// reference: 837BF775FEF9CC31, E2487CDC58D7CEFC
|
|
// reference: 58BCB0AD51FBFE83, 956651EFA1E746B5
|
|
// reference: 58BCB0AD503994B4, 956651EFA1E746B5
|
|
// shader: 8B30, 24A20B43CF2835A4
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((rounded_primary_color.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((texcolor0.a) - (1.0 - rounded_primary_color.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0 * 1.0, alpha_output_0 * 2.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 2FE4601731436E4E, 24A20B43CF2835A4
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 24A20B43CF2835A4
|
|
// shader: 8B30, 61545FCF71D3333B
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((rounded_primary_color.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((texcolor0.a) - (1.0 - rounded_primary_color.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0 * 1.0, alpha_output_0 * 2.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 82E94E44F5FDD69D, 61545FCF71D3333B
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 61545FCF71D3333B
|
|
// reference: 2FE4601730810479, 24A20B43CF2835A4
|
|
// shader: 8B30, B92E1BAD4F348369
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((rounded_primary_color.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((texcolor0.a) - (1.0 - rounded_primary_color.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0 * 1.0, alpha_output_0 * 2.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 3E0344EA7402C027, B92E1BAD4F348369
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, B92E1BAD4F348369
|
|
// reference: 4AF6B78C36460CD8, E4E015A429D806AA
|
|
// reference: 4AF6B78C378466EF, E4E015A429D806AA
|
|
// program: D7D21C52ABD1726F, 86F5543306698380, E0966C869C3983DF
|
|
// shader: 8B30, 103019CC48972510
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (rounded_primary_color.rgb);
|
|
float alpha_output_0 = byteround(clamp((texcolor0.g) - (1.0 - rounded_primary_color.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0 * 1.0, alpha_output_0 * 2.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 963061A96F7F303C, 103019CC48972510
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 103019CC48972510
|
|
// reference: 963061A96EBD5A0B, 103019CC48972510
|
|
// shader: 8B30, 01DB2D45DBEBF58C
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb) + (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 3E5230CCD14ED8B4, 01DB2D45DBEBF58C
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 01DB2D45DBEBF58C
|
|
// shader: 8B30, 292580A7BA4E9600
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb) + (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.g), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 82B83A6250B1CE0E, 292580A7BA4E9600
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 292580A7BA4E9600
|
|
// program: 6083E0861A876FA3, D7255673101445A5, F04A19382EAAA2DC
|
|
// program: 6083E0861A876FA3, D7255673101445A5, F04A19384786D026
|
|
// shader: 8B30, 74D91E676C90098C
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = 2.0 * (texcolor2).rgb - 1.0;
|
|
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = vec4(1.0);
|
|
light_vector = normalize(light_src[0].position);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
refl_value.r = 1.0;
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTSigned(3, dot(light_vector, normal)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(view)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.rgb += lighting_global_ambient;
|
|
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
|
|
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((vec3(1.0) - secondary_fragment_color.aaa) * (const_color[0].rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((rounded_primary_color.rgb) + (const_color[4].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 4812EAF620B65095, 74D91E676C90098C
|
|
// program: 75EE729B6800B695, 0D30074279C2FEED, 74D91E676C90098C
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 99CC39E8CD2AC24F
|
|
// program: 75EE729B6800B695, 0D30074279C2FEED, 3C80130B69544E88
|
|
// reference: 4812EAF621743AA2, 74D91E676C90098C
|
|
// program: D7D21C52ABD1726F, 86F5543306698380, E7E0E7819C3983DF
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 68DB47108942FC42
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, DC367EEF3FF38179
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, DD7512E4D380D534
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, B886D69DDEA7FC08
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 3025DDC3BBCA7F0A
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, FB5B34BD173B97BE
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 8655B9C399074485
|
|
// reference: C5139A04BBA2AA7E, 9C302ADDBDDBB6DC
|
|
// reference: 5DAD5699F59B3586, 1C4CBC8096EA16CD
|
|
// reference: CD8210802464D9AE, D7255673101445A5
|
|
// reference: 79F990AA3A5DBCC4, D74AD7F05C3A7377
|
|
// reference: 8886409718F960BF, 77F868837B94A023
|
|
// reference: 0A8B7EFB3A5DBCC4, 8D4908EF48C9342F
|
|
// reference: B382E5C3666A13A6, AD35AAAFFE2E55A4
|
|
// reference: D060D1220A1CDF4C, 3025DDC3BBCA7F0A
|
|
// reference: D6D855BAF87DB2C9, C39F99245D3A5E36
|
|
// reference: 025EA929E3A36805, 10DAC958DD531780
|
|
// reference: 88864097193B0A88, 77F868837B94A023
|
|
// reference: CD8210802464D9AE, D7255673101445A5
|
|
// reference: E34A73D48C6DF7AB, 7974F3663498993D
|
|
// reference: 77A22CCCDC5FC2A9, B4480A993DC5BC4B
|
|
// reference: 3673D4BF84864CF1, 42F4B35CC823BC05
|
|
// reference: 834E92D1098A51DE, 0FE3BBE11F62BCB2
|
|
// reference: 72C20B3C20B65095, 1A8DE60DECF195C5
|
|
// reference: 9030C0BC9F13B977, 83090B103E5CD8D4
|
|
// reference: 859A0CDE48D6CC8F, 5AAE15219FE8DE4F
|
|
// reference: 8886409718F960BF, 77F868837B94A023
|
|
// reference: 91016A85D6179832, 14A39BD7CE94F798
|
|
// reference: B382E5C3666A13A6, AD35AAAFFE2E55A4
|
|
// reference: 06C4F1A920B65095, 7348B6F6EC4E2D18
|
|
// reference: 2CD554AAA23B29E7, D23F0DD71105B964
|
|
// reference: 980E4EE5F87DB2C9, C39F99245D3A5E36
|
|
// reference: 597F0418F4CA24DA, E4B3B6F436164666
|
|
// reference: DEE6DBE39F13B977, 738C7014500BCC24
|
|
// reference: 1F43DBBB9B99F17B, 3FF5B64D5D10C2D1
|
|
// reference: 9D8D1FC5988B188C, 2842045E3B0920B9
|
|
// reference: 834E92D108483BE9, 0FE3BBE11F62BCB2
|
|
// reference: 9030C0BC9ED1D340, 83090B103E5CD8D4
|
|
// reference: C07B7C8266034222, 3ED60F7A5F655AD4
|
|
// reference: 404BCA6DEFF71BB4, 5900633826961176
|
|
// reference: 0A8B7EFB3A5DBCC4, 8D4908EF48C9342F
|
|
// reference: 025EA929E3A36805, 10DAC958DD531780
|
|
// reference: 0E1F352D6C027DC6, 5900633826961176
|
|
// reference: 88864097193B0A88, 77F868837B94A023
|
|
// reference: CD8210802464D9AE, D7255673101445A5
|
|
// reference: A297E594BE1CB1F2, A2658537B5FA44E3
|
|
// reference: 2D58B034C679DDE3, 3B9403B9B264317B
|
|
// reference: 463B6569336B75F1, 78C93B45230AA712
|
|
// reference: 72CAE575C87F8A67, EC262496FDA81D5F
|
|
// reference: 638EAB6B6C875857, 90B48B0390511E91
|
|
// reference: 3C1CFE2AC87F8A67, 660BE5C3ED4D6072
|
|
// reference: 5DAD5699F59B3586, 1C4CBC8096EA16CD
|
|
// reference: D319F68B49B8A351, 6083E0861A876FA3
|
|
// reference: 3303CB8E7B3C0638, 4C67F8CCCFD10109
|
|
// reference: FDD61A83E59F75D4, AD35AAAFFE2E55A4
|
|
// reference: 393F8741EF9FC3EF, 0BE6F3E0F47A66DE
|
|
// reference: 453D2B6027F88D37, 85CBB6E166F04796
|
|
// reference: 859A0CDE6E61C0B2, BA42556094E57C81
|
|
// reference: 393F8741F4B9359E, 49D9C4085F76B7DD
|
|
// reference: 888640974E8CC2E4, C4D6751C8FFE8E28
|
|
// reference: 888640974F4EA8D3, C4D6751C8FFE8E28
|
|
// reference: 1F43DBBB2687EB24, 801D508B09903734
|
|
// reference: 5D21F93897B93B37, 4A59BA7EC5D6661B
|
|
// reference: 5C45BEE5334A19B0, 5BF5E21F212634DF
|
|
// reference: F9A546037F6E45FA, 99E3C69D63280E77
|
|
// reference: 2D91A3C8B1683E30, CD00AC78F1A5FE0D
|
|
// reference: C07B7C8228D5597D, 7DA6B7B47BEFEDC4
|
|
// reference: E14CE0A44A4476CD, EF5FAC7F0A0360E3
|
|
// reference: 3901EC4BEC56958E, 8E9C0EB3868A00DF
|
|
// reference: 3303CB8E978BED3B, 3452E06D006D0AB8
|
|
// reference: 9D8D1FC5749CC6D6, 85A34F232FA93328
|
|
// reference: C5139A04BBA2AA7E, 9C302ADDBDDBB6DC
|
|
// reference: 72E65B0AD9011636, 84652672B851F433
|
|
// reference: 1F43DBBB9A5B9B4C, 3FF5B64D5D10C2D1
|
|
// reference: 15968C73A652BAB9, D7D21C52ABD1726F
|
|
// reference: 58D3AE3FA3F943D0, 18D0C4488FED1891
|
|
// reference: 2D58B03421AF1061, 7CEF16CFED92CEA0
|
|
// reference: 50A46ADD48D6CC8F, 76B7BEA55A4C9CA2
|
|
// reference: 83E1453364F97F39, 3896F0C6E2A47E16
|
|
// reference: DFD60A957F848F22, C8CD1340CA3429C1
|
|
// reference: C187F5DF21B8D150, 60E35ACE56AD11EF
|
|
// reference: 4301E066AAF13835, 6CA6F744C608D11B
|
|
// reference: 025EA929E2610232, 10DAC958DD531780
|
|
// reference: 4812EAF621743AA2, 74D91E676C90098C
|
|
// reference: 4812EAF620B65095, 74D91E676C90098C
|
|
// reference: 3E5230CCD14ED8B4, 01DB2D45DBEBF58C
|
|
// reference: 963061A96EBD5A0B, 103019CC48972510
|
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// reference: 4AF6B78C378466EF, E4E015A429D806AA
|
|
// reference: 4AF6B78C36460CD8, E4E015A429D806AA
|
|
// reference: 58BCB0AD503994B4, 956651EFA1E746B5
|
|
// reference: 58BCB0AD51FBFE83, 956651EFA1E746B5
|
|
// reference: E0788D193B45A51F, 7A7BBF4F57D2AF30
|
|
// reference: 837BF775FF3BA606, E2487CDC58D7CEFC
|
|
// reference: E0788D193A87CF28, 7A7BBF4F57D2AF30
|
|
// reference: C5B1F5B8019A9049, 40D2B788CF2DCAB6
|
|
// reference: C5B1F5B80058FA7E, 40D2B788CF2DCAB6
|
|
// reference: 166171F0339FFBDE, BE4E57E3041FF80F
|
|
// reference: 0167508A4E9F1B12, 90E3BD0B750D69AB
|
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// reference: 7058BBBC339FFBDE, BE4E57E3041FF80F
|
|
// reference: 3F828C848C84B87C, A6902822C2F97A46
|
|
// reference: 963061A96F7F303C, 103019CC48972510
|
|
// reference: DFD771DA117663C9, FE650AFC5C0DEA84
|
|
// reference: 82E94E44F5FDD69D, 61545FCF71D3333B
|
|
// reference: 8735DBE109AFE20E, 62C9BA0AAC2C5C6D
|
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// reference: 69CED4609ED1D340, F127D6B901296285
|
|
// reference: 1D7124E46CCE8545, EE73D6A274B2C62A
|
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// reference: 3F828C848D46D24B, A6902822C2F97A46
|
|
// reference: 8735DBE1086D8839, 62C9BA0AAC2C5C6D
|
|
// reference: 2FE4601730810479, 24A20B43CF2835A4
|
|
// reference: 69CED4609F13B977, F127D6B901296285
|
|
// reference: 1D7124E46D0CEF72, EE73D6A274B2C62A
|
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// reference: 1D7124E4F55A5875, EE73D6A274B2C62A
|
|
// reference: B2CD74B5A731F7F9, 55DC97714BEADD97
|
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// reference: 79F990AA624D251D, 6093E1CECC902CE9
|
|
// reference: B2CD74B5A6F39DCE, 55DC97714BEADD97
|
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// reference: 373D56231DDE9EA6, F04A19384786D026
|
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// reference: 373D5623F3F24E41, F04A19382EAAA2DC
|
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// reference: 373D56231C1CF491, F04A19384786D026
|
|
// reference: 373D5623F2302476, F04A19382EAAA2DC
|
|
// reference: BD8D5A24A047C7EA, 696D6FAC7EF22953
|
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// reference: BE6FE6D57798F802, 3437A9323AF4832E
|
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// reference: BE6FE6D5765A9235, 3437A9323AF4832E
|
|
// reference: 1F36AFC07F848F22, C8CD134020EDA4CF
|
|
// reference: 1F36AFC010A34560, D74CB103F483662E
|
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// reference: A3DCA56EFE7B9998, D432C274DDAD8189
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// reference: 7058BBBC325D91E9, BE4E57E3041FF80F
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// reference: F88D75C780AF3121, 5CDA726E7CFB8435
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// reference: 50A46ADDB08A17B0, AB2AE55CE195F063
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// reference: F88D75C7816D5B16, 5CDA726E7CFB8435
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// reference: 75CC919F9CF848C1, 2DABDA4E5567CC9F
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// reference: 50A46ADDB1487D87, AB2AE55CE195F063
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// reference: E0788D1990CD91FC, 35C2BCCDC2FFE3E5
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// reference: A3E4C7FA34F06B41, 34EF4FF3D19FE9AF
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// reference: 1D7124E4F4983242, EE73D6A274B2C62A
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// reference: A3E4C7FA35320176, 34EF4FF3D19FE9AF
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// reference: 18204D579DA6A6A3, B29BF3D33C615682
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// reference: 2FE4601731436E4E, 24A20B43CF2835A4
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// reference: A07FE0CBCA95EE69, 54F828EC479422A6
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// reference: 3E8024D5FF380594, 4D56D083A0974B0A
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// reference: A07FE0CBCB57845E, 54F828EC479422A6
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// reference: 025EA929347DC285, 41DFA454F32FD14B
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// reference: 9CF4A48EA0132730, E81D7C33CE6DDF01
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// reference: 1A2B3CA07EB90D91, 5408DCE20187AC3F
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// reference: 77F338795D1CC1FD, C425305A45C03DCD
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// reference: 5195C0E4CBF26A10, 1544B191CF7C4BD0
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// reference: A40396FD84DCC269, 65288CF44ACA0328
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// reference: B3DB45C3C7BBB7D4, 22FC3E6C86FE8E6B
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// reference: 638EAB6B21AF1061, 24AA6C4E5D946C51
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// reference: AA0E775499CF37C1, 96392D5226F47F42
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// reference: 0ED18B3D3AC5214B, 123AEB0E49911F61
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// reference: 5A48E0CAA7AD5982, 105B0DC139B9C879
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// reference: 9CF4A48EA1D14D07, E81D7C33CE6DDF01
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// reference: C4F1ACAF5032D740, E68B78D7F4E5D652
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// reference: 1A2B3CA07F7B67A6, 5408DCE20187AC3F
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// reference: 77F338795CDEABCA, C425305A45C03DCD
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// reference: A40396FD851EA85E, 65288CF44ACA0328
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// reference: B3DB45C3C679DDE3, 22FC3E6C86FE8E6B
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// reference: 963061A9019A9049, 953AC8A24644AB87
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// reference: EB048FDE64311C14, 0FCA8A61BFE64858
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// reference: 82B83A6250B1CE0E, 292580A7BA4E9600
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// reference: B7F1B943FC9B2388, 99E3C69D63280E77
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// reference: 92B91DC77B9E2954, F65E9C9CD7C18279
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// reference: 6CD4E613D0ACF189, 168402D8606C55B3
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// reference: 0E1F1120CF600DA8, E95A3286F6379E63
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// reference: 9854E14C3A518984, 3832D4CF8942FC42
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// reference: 108074770BDEB57B, 3025DDC32DCBC395
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// reference: 5A48E0CAA66F33B5, 105B0DC139B9C879
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// reference: 15AAB55FFF2D5B60, E0966C869C3983DF
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// reference: 15AAB55FFEEF3157, E0966C869C3983DF
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// reference: 638EAB6B206D7A56, 24AA6C4E5D946C51
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// reference: 2306FD4BDE1EF4C5, 2E00512DFF3584B8
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// reference: 2306FD4BDFDC9EF2, 2E00512DFF3584B8
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// reference: 3E0344EA7402C027, B92E1BAD4F348369
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// reference: 6CD4E613D16E9BBE, 168402D8606C55B3
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// reference: FDEA16B9909D2764, EF5FAC7F0A0360E3
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// reference: 463B6569DFDC9EF2, BAD4CD539F6FB68A
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// reference: EDC3DD0D3A2D1ABC, E75633FB0E6981D5
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// reference: C0C59CF277DFE600, E86638AA5310D8AA
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// reference: 1F43DBBB682876B1, 1718A6FC930B5E84
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// reference: C4F1ACAF51F0BD77, E68B78D7F4E5D652
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// reference: 5D21F938FA613FEE, 6F4CBFCB603C8DA0
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// reference: 0167508A21B8D150, 6C296D4A56AD11EF
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// reference: E1CBF3967B9E2954, 6A08BD2D4863B51C
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// reference: 834E92D1E4FFD0EA, 70AB05657238CF0C
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// reference: 834E92D1E53DBADD, 70AB05657238CF0C
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// reference: 5D501F2C5420813E, 21078B7BE71FB96D
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// reference: 3E857AE1503994B4, 956651EFA1E746B5
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// reference: BD8D5A24CF600DA8, F146DE875DF3C449
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// reference: 5D501F2C55E2EB09, 21078B7BE71FB96D
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// reference: E0788D19910FFBCB, 35C2BCCDC2FFE3E5
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// reference: 3E857AE151FBFE83, 956651EFA1E746B5
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// reference: D5C0D344840EDFA2, 7974F3663498993D
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// reference: 6D48431719F4F5C0, 030DA812FF556570
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// reference: A3DCA56E915C53DA, 8D98BA975F62E19F
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// reference: B33C0DE6909D2764, EF5FAC7F0A0360E3
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// reference: 0ED18B3D3B074B7C, 123AEB0E49911F61
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// reference: B33C0DE6915F4D53, EF5FAC7F0A0360E3
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// reference: C0DE8A8E14320A50, CF3E6C865605ED05
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// reference: 4301E0660A1CDF4C, BF779435C30EF2A3
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// reference: C0DE8A8E15F06067, CF3E6C865605ED05
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// reference: FDEA16B9915F4D53, EF5FAC7F0A0360E3
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// reference: 4301E0660BDEB57B, BF779435C30EF2A3
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// reference: C187F5DF4E9F1B12, 90E3BD0B925F9D21
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// reference: AA0E7754980D5DF6, 96392D5226F47F42
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// reference: 4751C9D26801877F, EF5FAC7F0A0360E3
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// reference: 7D6DFF71CF600DA8, F146DE87BAA130C3
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// reference: B976CB40FEEF3157, 48E30A20F5A3D6CF
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// reference: 4751C9D269C3ED48, EF5FAC7F0A0360E3
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// reference: 10807477653B150E, 504A6E32BFD30EA2
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// reference: 1080747764F97F39, 504A6E32BFD30EA2
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// reference: 4301E066653B150E, AB92A024E2A47E16
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// reference: 6B5180D67798F802, 4D1CF6AE012D8AB7
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// reference: 6B5180D6765A9235, 4D1CF6AE012D8AB7
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// reference: EAF75F51FF2D5B60, F7DF7322828C09FB
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// reference: EAF75F51FEEF3157, F7DF7322828C09FB
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// reference: 463B6569DE1EF4C5, BAD4CD539F6FB68A
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// reference: EDC3DD0D3BEF708B, E75633FB0E6981D5
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// reference: 2CCF7DC0378466EF, E4E015A429D806AA
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// reference: 2CCF7DC036460CD8, E4E015A429D806AA
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// reference: 04B1567C691BE0FE, C54390E6911B554A
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// reference: 04B1567C68D98AC9, C54390E6911B554A
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// reference: DB37113529388944, 0E179B381286CCB2
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// reference: C5139A04E3B233A7, 5E74519C14EA688B
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// reference: 79966E15FF2D5B60, 123B76AEF5A3D6CF
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// reference: 6195D3124835E946, E46E9A8686A1CE23
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// reference: 214B7164C87F8A67, 4A4C76D8CE455D09
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// reference: 1F43DBBB69EA1C86, 1718A6FC930B5E84
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// reference: A891EFBDBBAE9F3E, 922EBBEB84424807
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// reference: DFD771DA10B409FE, FE650AFC5C0DEA84
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// reference: 147BE5133A518984, 936DD7E068311C4A
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// reference: B976CB40FF2D5B60, 48E30A20F5A3D6CF
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// reference: 108074770A1CDF4C, 3025DDC32DCBC395
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// reference: EDCC1A5519E0204B, 3C80130B69544E88
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// reference: 1F43DBBBCBF26A10, 819CBD1D7C856455
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// reference: EDCC1A5518224A7C, 3C80130B69544E88
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// reference: 6195D31249F78371, E46E9A8686A1CE23
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// reference: CE0C8BD4994972BB, D42DACFD41744BCD
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// reference: CC1D666E7F49526B, E2C392ED7FB07E4F
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// reference: 733C1FE79B280D71, 0C6F253E03CE2FD9
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// reference: B1C03DBA0BD08880, 1B479091D5BB2B87
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// reference: CC1D666E7E8B385C, E2C392ED7FB07E4F
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// reference: D5C0D34485CCB595, 7974F3663498993D
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// reference: 4301E06664F97F39, AB92A024E2A47E16
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// reference: 733C1FE79AEA6746, 0C6F253E03CE2FD9
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// reference: 700C89B8AEA6124E, E0097CDE1DCFDA71
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// reference: 98D78E9BB6F942E8, EE5E8ADDD019FE56
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// reference: D63F1B6F65913CF3, 620EEC410B15963A
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// reference: 834E92D1469E20B6, A856E8DBCF4CB1B8
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// reference: EB048FDE2B256D7C, BBED890869762C6B
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// reference: 025EA92935BFA8B2, 41DFA454F32FD14B
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// reference: A297E594536930C6, 1322C2744E7359CA
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// reference: 6D48431718369FF7, 030DA812FF556570
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// reference: 700C89B8AF647879, E0097CDE1DCFDA71
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// reference: 98D78E9BB73B28DF, EE5E8ADDD019FE56
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// reference: 0E6C18F4503EF7B9, 99CC39E8CD2AC24F
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// reference: 3E8024D5FEFA6FA3, 4D56D083A0974B0A
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// reference: D63F1B6F645356C4, 620EEC410B15963A
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// reference: 834E92D1475C4A81, A856E8DBCF4CB1B8
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// reference: EB048FDE2AE7074B, BBED890869762C6B
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// reference: 166171F0325D91E9, BE4E57E3041FF80F
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// reference: A297E59452AB5AF1, 1322C2744E7359CA
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// reference: CE0C8BD4988B188C, D42DACFD41744BCD
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// reference: FDEA16B97DE8A650, EE5E8ADDD019FE56
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// reference: 963061A90058FA7E, 953AC8A24644AB87
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// reference: 75CC919F9D3A22F6, 2DABDA4E5567CC9F
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// reference: C0C59CF2761D8C37, E86638AA5310D8AA
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// reference: 59C470F79A28C632, FF9AA3B85F6C2342
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// reference: 28E5101D0134566C, F161BE6012D93F3F
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// reference: 837BF775FEF9CC31, E2487CDC58D7CEFC
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// reference: 8C6DE2A20980D75B, 0E7A88DECDE5BC41
|
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// reference: 5195C0E4CA300027, 1544B191CF7C4BD0
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// reference: EB048FDE65F37623, 0FCA8A61BFE64858
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// reference: B1C03DBA0A12E2B7, 1B479091D5BB2B87
|
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// reference: 5676F56DA3444FF4, BAC32BDE6A4C33EE
|
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// reference: DB37113528FAE373, 0E179B381286CCB2
|
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// reference: DB3711352687EB24, 42E9712B283DBB26
|
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// reference: 19A7EE8DDAB58DBF, 5B5C165131A8B45B
|
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// reference: 0E6C18F451FC9D8E, 99CC39E8CD2AC24F
|
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// reference: 9C4882E76C875857, 1593E07D34B84771
|
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// reference: 18204D579C64CC94, B29BF3D33C615682
|
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// reference: 1F43DBBBCA300027, 819CBD1D7C856455
|
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// reference: 95E10A6A2687EB24, 4EA4F573494CC949
|
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// reference: D49B40463A518984, D97A4F4968311C4A
|
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// reference: 68714AE8BBAE9F3E, D839234284424807
|
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// reference: 79966E15FEEF3157, 123B76AEF5A3D6CF
|
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// reference: 95E10A6A772E1A78, 6D8F7C1699BA9596
|
|
// reference: 91016A853AA07331, 4F61943AE1257A48
|
|
// program: D7D21C52ABD1726F, 86F5543306698380, E7E0E7819C3983DF
|
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 68DB47108942FC42
|
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, DC367EEF3FF38179
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, DD7512E4D380D534
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, B886D69DDEA7FC08
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 3025DDC3BBCA7F0A
|
|
// program: 0000000000000000, 0000000000000000, 828B17C8889F4FA8
|
|
// program: 0000000000000000, 0000000000000000, EE9D59D3D057292A
|
|
// program: 0000000000000000, 0000000000000000, F789075555A6DC0C
|
|
// program: 0000000000000000, 0000000000000000, B35EFE43E319BB63
|
|
// program: 0000000000000000, 0000000000000000, DC12E218392F9BDB
|
|
// program: 1F59507BE14623F6, 0CB5B5B0F7196203, 562541BA3ABBA78E
|
|
// program: 1F59507BE14623F6, 0CB5B5B0F7196203, 37742EDA55D49F83
|
|
// program: 0000000000000000, 0000000000000000, 24E6FB097480A597
|
|
// program: 0000000000000000, 0000000000000000, 36C97EDF2A28E6E4
|
|
// program: 0000000000000000, 0000000000000000, 491BA705335CC1FF
|
|
// program: 0000000000000000, 0000000000000000, 2731D021649C0914
|
|
// program: 0000000000000000, 0000000000000000, 0BE6F3E0F47A66DE
|
|
// program: 0000000000000000, 0000000000000000, 49D9C4085F76B7DD
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 860769C03D3D44C7
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, E26F6A824484CB4A
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, AEF9C4225C98274B
|
|
// program: CA200C7570C0B3E4, 5BF5E21F212634DF, 9A4719A519F0D3B1
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, C8CD1340CA3429C1
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 801FD427A7E2731F
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D432C27437740C87
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 84652672B851F433
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4C67F8CCCFD10109
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 3452E06D006D0AB8
|
|
// program: 6083E0861A876FA3, D7255673101445A5, E47D3B708A4CED52
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 6F48728BB02C6B6A
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 2BF50433C1F6BAA3
|
|
// program: 6083E0861A876FA3, D7255673101445A5, A72D9C732FCD47CF
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 78A5369844701406
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 43FBE5E44A0568D6
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, D4E865FFD420E71D
|
|
// program: 6083E0861A876FA3, D7255673101445A5, BC6551C78D5FB39C
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 6A4B78852361D924
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, EF5FAC7F0A0360E3
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 3FF5B64D5D10C2D1
|
|
// program: 6083E0861A876FA3, D7255673101445A5, E4B3B6F436164666
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 7A7BBF4F57D2AF30
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 90B48B0390511E91
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, FB5B34BD173B97BE
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 2EF534E1156590F1
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 39C071DA6B70DECB
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 14A39BD7CE94F798
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 1971CD12862A56A2
|
|
// program: 75EE729B6800B695, 0D30074279C2FEED, 7746177428E3B1AC
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, CD00AC78F1A5FE0D
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 6CA6F744C608D11B
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 01BFAA358702C566
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 3896F0C6E2A47E16
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, E7E0E7819C3983DF
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 8CDFED303FF38179
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 8D9C813BD380D534
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4A4C76D8CE455D09
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 55EA4D109C8B5AC2
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 31824E52E532D54F
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 7D14E0F2FD2E394E
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 123B76AEF5A3D6CF
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D839234284424807
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D97A4F4968311C4A
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4EA4F573494CC949
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 1593E07D34B84771
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 5B5C165131A8B45B
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 42E9712B283DBB26
|
|
// program: 6083E0861A876FA3, D7255673101445A5, BAC32BDE6A4C33EE
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 1544B191CF7C4BD0
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 819CBD1D7C856455
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 0E7A88DECDE5BC41
|
|
// program: 6083E0861A876FA3, D7255673101445A5, F161BE6012D93F3F
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, FF9AA3B85F6C2342
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 4F61943AE1257A48
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// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 6D8F7C1699BA9596
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// program: 5900633826961176, 24CFA9CD0C9C43C4, 953AC8A24644AB87
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// program: 5900633826961176, 24CFA9CD0C9C43C4, 8655B9C399074485
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// program: 5900633826961176, 24CFA9CD0C9C43C4, C64BD2ADBFD30EA2
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// program: CA200C7570C0B3E4, 5BF5E21F212634DF, EE5E8ADDD019FE56
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 1322C2744E7359CA
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, BBED890869762C6B
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, A856E8DBCF4CB1B8
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// program: 6083E0861A876FA3, D7255673101445A5, 620EEC410B15963A
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// program: 6083E0861A876FA3, D7255673101445A5, 99CC39E8CD2AC24F
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// program: 75EE729B6800B695, 0D30074279C2FEED, E0097CDE1DCFDA71
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 0C6F253E03CE2FD9
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, E2C392ED7FB07E4F
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// program: 6083E0861A876FA3, D7255673101445A5, D42DACFD41744BCD
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// program: 75EE729B6800B695, 0D30074279C2FEED, 3C80130B69544E88
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// program: 5900633826961176, 24CFA9CD0C9C43C4, 48E30A20F5A3D6CF
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 936DD7E068311C4A
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 922EBBEB84424807
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// program: 6083E0861A876FA3, D7255673101445A5, 1B479091D5BB2B87
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// program: 6083E0861A876FA3, D7255673101445A5, E46E9A8686A1CE23
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// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, E4E015A429D806AA
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// program: 5900633826961176, 24CFA9CD0C9C43C4, 21078B7BE71FB96D
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// program: 5900633826961176, 24CFA9CD0C9C43C4, F7DF7322828C09FB
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// program: 5900633826961176, 24CFA9CD0C9C43C4, BF779435C30EF2A3
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// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 0E179B381286CCB2
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// program: 6083E0861A876FA3, D7255673101445A5, C54390E6911B554A
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// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 030DA812FF556570
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// program: CA200C7570C0B3E4, 5BF5E21F212634DF, 7974F3663498993D
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 65A758287EF22953
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// program: D7D21C52ABD1726F, 86F5543306698380, 01BFAA358702C566
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// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 956651EFA1E746B5
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// shader: 8B30, 57183237C54C1B78
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in vec4 primary_color;
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in vec2 texcoord0;
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in vec2 texcoord1;
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in vec2 texcoord2;
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in float texcoord0_w;
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in vec4 normquat;
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in vec3 view;
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#ifndef CITRA_GLES
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in vec4 gl_FragCoord;
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#endif // CITRA_GLES
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out vec4 color;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform samplerCube tex_cube;
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uniform samplerBuffer texture_buffer_lut_lf;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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#define NUM_TEV_STAGES 6
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layout (std140) uniform shader_data {
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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float shadow_bias_constant;
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float shadow_bias_linear;
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int scissor_x1;
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int scissor_y1;
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int scissor_x2;
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int scissor_y2;
|
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int fog_lut_offset;
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int proctex_noise_lut_offset;
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int proctex_color_map_offset;
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int proctex_alpha_map_offset;
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int proctex_lut_offset;
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int proctex_diff_lut_offset;
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float proctex_bias;
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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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vec2 proctex_noise_p;
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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vec4 clip_coef;
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};
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#define NUM_LIGHTS 8
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#define NUM_LIGHTING_SAMPLERS 24
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struct LightSrc {
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vec3 specular_0;
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vec3 specular_1;
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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vec3 spot_direction;
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float dist_atten_bias;
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float dist_atten_scale;
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};
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layout (std140) uniform shader_light_data {
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ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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float lut_scale_d0;
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float lut_scale_d1;
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float lut_scale_sp;
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float lut_scale_fr;
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float lut_scale_rb;
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float lut_scale_rg;
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float lut_scale_rr;
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int shadow_texture_bias;
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};
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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}
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float LookupLightingLUT(int lut_index, int index, float delta) {
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vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
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return entry.r + entry.g * delta;
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}
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float LookupLightingLUTUnsigned(int lut_index, float pos) {
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int index = clamp(int(pos * 256.0), 0, 255);
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float delta = pos * 256.0 - float(index);
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return LookupLightingLUT(lut_index, index, delta);
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}
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float LookupLightingLUTSigned(int lut_index, float pos) {
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int index = clamp(int(pos * 128.0), -128, 127);
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float delta = pos * 128.0 - float(index);
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if (index < 0) index += 256;
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return LookupLightingLUT(lut_index, index, delta);
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}
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float byteround(float x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec2 byteround(vec2 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec3 byteround(vec3 x) {
|
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec4 byteround(vec4 x) {
|
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return round(x * 255.0) * (1.0 / 255.0);
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}
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float getLod(vec2 coord) {
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vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
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return log2(max(d.x, d.y));
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}
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vec4 shadowTexture(vec2 uv, float w) {
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return vec4(1.0);
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}
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vec4 shadowTextureCube(vec2 uv, float w) {
|
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return vec4(1.0);
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}
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|
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void main() {
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vec4 rounded_primary_color = byteround(primary_color);
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vec4 primary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
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float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
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float depth = z_over_w * depth_scale + depth_offset;
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vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
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vec4 combiner_buffer = vec4(0.0);
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vec4 next_combiner_buffer = tev_combiner_buffer_color;
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vec4 last_tex_env_out = vec4(0.0);
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vec3 color_output_0 = byteround(clamp((texcolor0.rgb) + (const_color[0].rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_0, alpha_output_0);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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|
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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|
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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|
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float fog_index = depth * 128.0;
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int fog_i = int(fog_index);
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float fog_f = fract(fog_index);
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vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
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float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
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fog_factor = clamp(fog_factor, 0.0, 1.0);
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last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
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gl_FragDepth = depth;
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color = byteround(last_tex_env_out);
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}
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// reference: 251252197EF0D3F0, 57183237C54C1B78
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// program: 6083E0861A876FA3, D7255673101445A5, 57183237C54C1B78
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// reference: 251252197F32B9C7, 57183237C54C1B78
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, F146DE87BAA130C3
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 90E3BD0B925F9D21
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// program: 5900633826961176, 24CFA9CD0C9C43C4, 504A6E32BFD30EA2
|
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 70AB05657238CF0C
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, F146DE875DF3C449
|
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 90E3BD0B750D69AB
|
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 60E35ACE56AD11EF
|
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 6A08BD2D4863B51C
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 6F4CBFCB603C8DA0
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// program: 6083E0861A876FA3, D7255673101445A5, 4D1CF6AE012D8AB7
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// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 1718A6FC930B5E84
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// program: 6083E0861A876FA3, D7255673101445A5, E86638AA5310D8AA
|
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, E75633FB0E6981D5
|
|
// shader: 8B30, A92CD2F10EE5C546
|
|
in vec4 primary_color;
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|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
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out vec4 color;
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|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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|
|
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#define NUM_TEV_STAGES 6
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layout (std140) uniform shader_data {
|
|
int alphatest_ref;
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|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
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|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
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|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
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|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
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vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
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vec3 spot_direction;
|
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float dist_atten_bias;
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float dist_atten_scale;
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};
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layout (std140) uniform shader_light_data {
|
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ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
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vec3 lighting_global_ambient;
|
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LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
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float lut_scale_fr;
|
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float lut_scale_rb;
|
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float lut_scale_rg;
|
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float lut_scale_rr;
|
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int shadow_texture_bias;
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};
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|
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// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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}
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|
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float LookupLightingLUT(int lut_index, int index, float delta) {
|
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vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
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return entry.r + entry.g * delta;
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}
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|
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float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
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int index = clamp(int(pos * 256.0), 0, 255);
|
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float delta = pos * 256.0 - float(index);
|
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return LookupLightingLUT(lut_index, index, delta);
|
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}
|
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|
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float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
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float delta = pos * 128.0 - float(index);
|
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if (index < 0) index += 256;
|
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return LookupLightingLUT(lut_index, index, delta);
|
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}
|
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|
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float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
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}
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|
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vec2 byteround(vec2 x) {
|
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return round(x * 255.0) * (1.0 / 255.0);
|
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}
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|
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vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
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}
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|
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vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((texcolor0.g) - (1.0 - rounded_primary_color.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0 * 1.0, alpha_output_0 * 2.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (vec3(1.0) - texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 007B91C5F5697E52, A92CD2F10EE5C546
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, A92CD2F10EE5C546
|
|
// reference: 007B91C5F4AB1465, A92CD2F10EE5C546
|
|
// shader: 8B30, 1FEAC17C0F61E2A8
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((texcolor0.g) - (1.0 - rounded_primary_color.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0 * 1.0, alpha_output_0 * 2.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (vec3(1.0) - texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (vec3(1.0) - texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((const_color[3].a) * (1.0 - texcolor0.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((const_color[4].a) * (texcolor0.a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 119CB538B028D03B, 1FEAC17C0F61E2A8
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 1FEAC17C0F61E2A8
|
|
// shader: 8B30, A73506FB9BBBC04E
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((texcolor0.g) - (1.0 - rounded_primary_color.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0 * 1.0, alpha_output_0 * 2.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (vec3(1.0) - texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: AD76BF9631D7C681, A73506FB9BBBC04E
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, A73506FB9BBBC04E
|
|
// shader: 8B30, C6B296F9B10795E5
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((texcolor0.g) - (1.0 - rounded_primary_color.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_0 * 1.0, alpha_output_0 * 2.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((rounded_primary_color.rgb) * (vec3(1.0) - texcolor0.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((vec3(1.0) - texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((texcolor0.rgb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = byteround(clamp((1.0 - texcolor0.a) * (const_color[4].a) + (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5, alpha_output_5);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: DE0451C731D7C681, C6B296F9B10795E5
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, C6B296F9B10795E5
|
|
// program: 6083E0861A876FA3, D7255673101445A5, BAD4CD539F6FB68A
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 2E00512DFF3584B8
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, CF3E6C865605ED05
|
|
// program: 0000000000000000, 0000000000000000, 828B17C8889F4FA8
|
|
// program: 0000000000000000, 0000000000000000, EE9D59D3D057292A
|
|
// program: 0000000000000000, 0000000000000000, F789075555A6DC0C
|
|
// program: 0000000000000000, 0000000000000000, B35EFE43E319BB63
|
|
// program: 0000000000000000, 0000000000000000, DC12E218392F9BDB
|
|
// program: 1F59507BE14623F6, 0CB5B5B0F7196203, 562541BA3ABBA78E
|
|
// program: 1F59507BE14623F6, 0CB5B5B0F7196203, 37742EDA55D49F83
|
|
// program: 0000000000000000, 0000000000000000, 24E6FB097480A597
|
|
// program: 0000000000000000, 0000000000000000, 36C97EDF2A28E6E4
|
|
// program: 0000000000000000, 0000000000000000, 491BA705335CC1FF
|
|
// program: 0000000000000000, 0000000000000000, 2731D021649C0914
|
|
// program: 0000000000000000, 0000000000000000, 0BE6F3E0F47A66DE
|
|
// program: 0000000000000000, 0000000000000000, 49D9C4085F76B7DD
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 860769C03D3D44C7
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, E26F6A824484CB4A
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, AEF9C4225C98274B
|
|
// program: CA200C7570C0B3E4, 5BF5E21F212634DF, 9A4719A519F0D3B1
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, C8CD1340CA3429C1
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 801FD427A7E2731F
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D432C27437740C87
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 84652672B851F433
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4C67F8CCCFD10109
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 3452E06D006D0AB8
|
|
// program: 6083E0861A876FA3, D7255673101445A5, E47D3B708A4CED52
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 6F48728BB02C6B6A
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 2BF50433C1F6BAA3
|
|
// program: 6083E0861A876FA3, D7255673101445A5, A72D9C732FCD47CF
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 78A5369844701406
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 43FBE5E44A0568D6
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, D4E865FFD420E71D
|
|
// program: 6083E0861A876FA3, D7255673101445A5, BC6551C78D5FB39C
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 6A4B78852361D924
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, EF5FAC7F0A0360E3
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 3FF5B64D5D10C2D1
|
|
// program: 6083E0861A876FA3, D7255673101445A5, E4B3B6F436164666
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 7A7BBF4F57D2AF30
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 90B48B0390511E91
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, FB5B34BD173B97BE
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 2EF534E1156590F1
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 39C071DA6B70DECB
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 14A39BD7CE94F798
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 1971CD12862A56A2
|
|
// program: 75EE729B6800B695, 0D30074279C2FEED, 7746177428E3B1AC
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, CD00AC78F1A5FE0D
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 6CA6F744C608D11B
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 01BFAA358702C566
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 3896F0C6E2A47E16
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, E7E0E7819C3983DF
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 8CDFED303FF38179
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 8D9C813BD380D534
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4A4C76D8CE455D09
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 55EA4D109C8B5AC2
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 31824E52E532D54F
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 7D14E0F2FD2E394E
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 123B76AEF5A3D6CF
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D839234284424807
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D97A4F4968311C4A
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4EA4F573494CC949
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 1593E07D34B84771
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 5B5C165131A8B45B
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 42E9712B283DBB26
|
|
// program: 6083E0861A876FA3, D7255673101445A5, BAC32BDE6A4C33EE
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 1544B191CF7C4BD0
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 819CBD1D7C856455
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 0E7A88DECDE5BC41
|
|
// program: 6083E0861A876FA3, D7255673101445A5, F161BE6012D93F3F
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 3025DDC3BBCA7F0A
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 953AC8A24644AB87
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 8655B9C399074485
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, C64BD2ADBFD30EA2
|
|
// program: CA200C7570C0B3E4, 5BF5E21F212634DF, EE5E8ADDD019FE56
|
|
// program: 6083E0861A876FA3, D7255673101445A5, D42DACFD41744BCD
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 48E30A20F5A3D6CF
|
|
// program: 75EE729B6800B695, 0D30074279C2FEED, EE73D6A274B2C62A
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, F127D6B901296285
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 62C9BA0AAC2C5C6D
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, FE650AFC5C0DEA84
|
|
// program: 75EE729B6800B695, 0D30074279C2FEED, A6902822C2F97A46
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, BE4E57E3041FF80F
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, DD7512E4D380D534
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, DC367EEF3FF38179
|
|
// program: D7D21C52ABD1726F, 86F5543306698380, E7E0E7819C3983DF
|
|
// program: 0000000000000000, 0000000000000000, 828B17C8889F4FA8
|
|
// program: 0000000000000000, 0000000000000000, EE9D59D3D057292A
|
|
// program: 0000000000000000, 0000000000000000, F789075555A6DC0C
|
|
// program: 0000000000000000, 0000000000000000, B35EFE43E319BB63
|
|
// program: 0000000000000000, 0000000000000000, DC12E218392F9BDB
|
|
// program: 1F59507BE14623F6, 0CB5B5B0F7196203, 562541BA3ABBA78E
|
|
// program: 1F59507BE14623F6, 0CB5B5B0F7196203, 37742EDA55D49F83
|
|
// program: 0000000000000000, 0000000000000000, 24E6FB097480A597
|
|
// program: 0000000000000000, 0000000000000000, 36C97EDF2A28E6E4
|
|
// program: 0000000000000000, 0000000000000000, 491BA705335CC1FF
|
|
// program: 0000000000000000, 0000000000000000, 2731D021649C0914
|
|
// program: 0000000000000000, 0000000000000000, 0BE6F3E0F47A66DE
|
|
// program: 0000000000000000, 0000000000000000, 49D9C4085F76B7DD
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 860769C03D3D44C7
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, E26F6A824484CB4A
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, AEF9C4225C98274B
|
|
// program: CA200C7570C0B3E4, 5BF5E21F212634DF, 9A4719A519F0D3B1
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, C8CD1340CA3429C1
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 801FD427A7E2731F
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D432C27437740C87
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 84652672B851F433
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4C67F8CCCFD10109
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 3452E06D006D0AB8
|
|
// program: 6083E0861A876FA3, D7255673101445A5, E47D3B708A4CED52
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 6F48728BB02C6B6A
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 2BF50433C1F6BAA3
|
|
// program: 6083E0861A876FA3, D7255673101445A5, A72D9C732FCD47CF
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 78A5369844701406
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 43FBE5E44A0568D6
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, D4E865FFD420E71D
|
|
// program: 6083E0861A876FA3, D7255673101445A5, BC6551C78D5FB39C
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 6A4B78852361D924
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, EF5FAC7F0A0360E3
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 3FF5B64D5D10C2D1
|
|
// program: 6083E0861A876FA3, D7255673101445A5, E4B3B6F436164666
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 7A7BBF4F57D2AF30
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 90B48B0390511E91
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, FB5B34BD173B97BE
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 2EF534E1156590F1
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 39C071DA6B70DECB
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 14A39BD7CE94F798
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 1971CD12862A56A2
|
|
// program: 75EE729B6800B695, 0D30074279C2FEED, 7746177428E3B1AC
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, CD00AC78F1A5FE0D
|
|
// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 6CA6F744C608D11B
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 01BFAA358702C566
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 3896F0C6E2A47E16
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, E7E0E7819C3983DF
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 8CDFED303FF38179
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 8D9C813BD380D534
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4A4C76D8CE455D09
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 55EA4D109C8B5AC2
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 31824E52E532D54F
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 7D14E0F2FD2E394E
|
|
// program: 5900633826961176, 24CFA9CD0C9C43C4, 123B76AEF5A3D6CF
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D839234284424807
|
|
// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D97A4F4968311C4A
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 4EA4F573494CC949
|
|
// program: 6083E0861A876FA3, D7255673101445A5, 1593E07D34B84771
|
|
// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 5B5C165131A8B45B
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// program: 6083E0861A876FA3, D7255673101445A5, 42E9712B283DBB26
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// program: 6083E0861A876FA3, D7255673101445A5, BAC32BDE6A4C33EE
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// program: 6083E0861A876FA3, D7255673101445A5, 1544B191CF7C4BD0
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// program: 6083E0861A876FA3, D7255673101445A5, 819CBD1D7C856455
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 0E7A88DECDE5BC41
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// program: 6083E0861A876FA3, D7255673101445A5, F161BE6012D93F3F
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// program: 5900633826961176, 24CFA9CD0C9C43C4, 3025DDC3BBCA7F0A
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// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, FF9AA3B85F6C2342
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// program: 5900633826961176, 24CFA9CD0C9C43C4, 953AC8A24644AB87
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// program: 5900633826961176, 24CFA9CD0C9C43C4, 8655B9C399074485
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// program: 5900633826961176, 24CFA9CD0C9C43C4, C64BD2ADBFD30EA2
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// program: CA200C7570C0B3E4, 5BF5E21F212634DF, EE5E8ADDD019FE56
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 1322C2744E7359CA
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, BBED890869762C6B
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, A856E8DBCF4CB1B8
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// program: 6083E0861A876FA3, D7255673101445A5, 620EEC410B15963A
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// program: 6083E0861A876FA3, D7255673101445A5, 99CC39E8CD2AC24F
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// program: 75EE729B6800B695, 0D30074279C2FEED, E0097CDE1DCFDA71
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, DC367EEF3FF38179
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, DD7512E4D380D534
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 0C6F253E03CE2FD9
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, E2C392ED7FB07E4F
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// program: 6083E0861A876FA3, D7255673101445A5, D42DACFD41744BCD
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// program: 75EE729B6800B695, 0D30074279C2FEED, 3C80130B69544E88
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// program: 5900633826961176, 24CFA9CD0C9C43C4, 48E30A20F5A3D6CF
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 936DD7E068311C4A
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 922EBBEB84424807
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// program: 6083E0861A876FA3, D7255673101445A5, 1B479091D5BB2B87
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// program: 6083E0861A876FA3, D7255673101445A5, E46E9A8686A1CE23
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// program: 5900633826961176, 24CFA9CD0C9C43C4, B886D69DDEA7FC08
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// program: 0000000000000000, 0000000000000000, 828B17C8889F4FA8
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// program: 0000000000000000, 0000000000000000, EE9D59D3D057292A
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// program: 0000000000000000, 0000000000000000, F789075555A6DC0C
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// program: 0000000000000000, 0000000000000000, B35EFE43E319BB63
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// program: 0000000000000000, 0000000000000000, DC12E218392F9BDB
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// program: 1F59507BE14623F6, 0CB5B5B0F7196203, 562541BA3ABBA78E
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// program: 1F59507BE14623F6, 0CB5B5B0F7196203, 37742EDA55D49F83
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// program: 0000000000000000, 0000000000000000, 24E6FB097480A597
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// program: 0000000000000000, 0000000000000000, 36C97EDF2A28E6E4
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// program: 0000000000000000, 0000000000000000, 491BA705335CC1FF
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// program: 0000000000000000, 0000000000000000, 2731D021649C0914
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// program: 0000000000000000, 0000000000000000, 0BE6F3E0F47A66DE
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// program: 0000000000000000, 0000000000000000, 49D9C4085F76B7DD
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 860769C03D3D44C7
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, E26F6A824484CB4A
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, AEF9C4225C98274B
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// program: CA200C7570C0B3E4, 5BF5E21F212634DF, 9A4719A519F0D3B1
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, C8CD1340CA3429C1
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 801FD427A7E2731F
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D432C27437740C87
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 84652672B851F433
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// program: 6083E0861A876FA3, D7255673101445A5, 4C67F8CCCFD10109
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// program: 6083E0861A876FA3, D7255673101445A5, 3452E06D006D0AB8
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// program: 6083E0861A876FA3, D7255673101445A5, E47D3B708A4CED52
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// program: 6083E0861A876FA3, D7255673101445A5, 6F48728BB02C6B6A
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// program: 6083E0861A876FA3, D7255673101445A5, 2BF50433C1F6BAA3
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// program: 6083E0861A876FA3, D7255673101445A5, A72D9C732FCD47CF
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// program: 6083E0861A876FA3, D7255673101445A5, 78A5369844701406
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// program: 6083E0861A876FA3, D7255673101445A5, 43FBE5E44A0568D6
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// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, D4E865FFD420E71D
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// program: 6083E0861A876FA3, D7255673101445A5, BC6551C78D5FB39C
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// program: 6083E0861A876FA3, D7255673101445A5, 6A4B78852361D924
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// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, EF5FAC7F0A0360E3
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// program: 6083E0861A876FA3, D7255673101445A5, 3FF5B64D5D10C2D1
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// program: 6083E0861A876FA3, D7255673101445A5, E4B3B6F436164666
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// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 7A7BBF4F57D2AF30
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// program: 6083E0861A876FA3, D7255673101445A5, 90B48B0390511E91
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, FB5B34BD173B97BE
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// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 2EF534E1156590F1
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// program: 6083E0861A876FA3, D7255673101445A5, 39C071DA6B70DECB
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 14A39BD7CE94F798
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// program: 6083E0861A876FA3, D7255673101445A5, 1971CD12862A56A2
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// program: 75EE729B6800B695, 0D30074279C2FEED, 7746177428E3B1AC
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// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, CD00AC78F1A5FE0D
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// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, 6CA6F744C608D11B
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// program: 5900633826961176, 24CFA9CD0C9C43C4, 01BFAA358702C566
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// program: 5900633826961176, 24CFA9CD0C9C43C4, 3896F0C6E2A47E16
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// program: 5900633826961176, 24CFA9CD0C9C43C4, E7E0E7819C3983DF
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 8CDFED303FF38179
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 8D9C813BD380D534
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// program: 6083E0861A876FA3, D7255673101445A5, 4A4C76D8CE455D09
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 55EA4D109C8B5AC2
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 31824E52E532D54F
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 7D14E0F2FD2E394E
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// program: 5900633826961176, 24CFA9CD0C9C43C4, 123B76AEF5A3D6CF
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D839234284424807
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, D97A4F4968311C4A
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// program: 6083E0861A876FA3, D7255673101445A5, 4EA4F573494CC949
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// program: 6083E0861A876FA3, D7255673101445A5, 1593E07D34B84771
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 5B5C165131A8B45B
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// program: 6083E0861A876FA3, D7255673101445A5, 42E9712B283DBB26
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// program: 6083E0861A876FA3, D7255673101445A5, BAC32BDE6A4C33EE
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// program: 6083E0861A876FA3, D7255673101445A5, 1544B191CF7C4BD0
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// program: 6083E0861A876FA3, D7255673101445A5, 819CBD1D7C856455
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 0E7A88DECDE5BC41
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// program: 6083E0861A876FA3, D7255673101445A5, F161BE6012D93F3F
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// program: 5900633826961176, 24CFA9CD0C9C43C4, 3025DDC3BBCA7F0A
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// program: 2BA255B3A8F4491C, 8E9C0EB3868A00DF, FF9AA3B85F6C2342
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// program: 5900633826961176, 24CFA9CD0C9C43C4, 953AC8A24644AB87
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// program: 5900633826961176, 24CFA9CD0C9C43C4, 8655B9C399074485
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// program: 5900633826961176, 24CFA9CD0C9C43C4, C64BD2ADBFD30EA2
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// program: CA200C7570C0B3E4, 5BF5E21F212634DF, EE5E8ADDD019FE56
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 1322C2744E7359CA
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, BBED890869762C6B
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, A856E8DBCF4CB1B8
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// program: 6083E0861A876FA3, D7255673101445A5, 620EEC410B15963A
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// program: 6083E0861A876FA3, D7255673101445A5, 99CC39E8CD2AC24F
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// program: 75EE729B6800B695, 0D30074279C2FEED, E0097CDE1DCFDA71
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, DC367EEF3FF38179
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, DD7512E4D380D534
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, 0C6F253E03CE2FD9
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// program: 99E3C69D63280E77, 8D88DA9FC6C2B5D9, E2C392ED7FB07E4F
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// program: 6083E0861A876FA3, D7255673101445A5, D42DACFD41744BCD
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// program: 75EE729B6800B695, 0D30074279C2FEED, 3C80130B69544E88
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// program: 5900633826961176, 24CFA9CD0C9C43C4, 48E30A20F5A3D6CF
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 936DD7E068311C4A
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// program: AD35AAAFFE2E55A4, 1C4CBC8096EA16CD, 922EBBEB84424807
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// program: 6083E0861A876FA3, D7255673101445A5, 1B479091D5BB2B87
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// program: 6083E0861A876FA3, D7255673101445A5, E46E9A8686A1CE23
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// program: D7D21C52ABD1726F, 86F5543306698380, E7E0E7819C3983DF
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// program: 5900633826961176, 24CFA9CD0C9C43C4, B886D69DDEA7FC08
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