Files
citra/cache/00040000000A5300.shader
weihuoya 1735b3041f cache
2022-07-21 10:27:42 +08:00

45362 lines
1.4 MiB

// shader: 8B31, FC7F4467554D34E5
#define mul_s(x, y) (x * y)
#define fma_s(x, y, z) fma(x, y, z)
#define rcp_s(x) (1.0 / x)
#define rsq_s(x) inversesqrt(x)
#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;
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 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_20();
bool exec_shader() {
sub_0();
return true;
}
bool sub_0() {
address_registers.x = (ivec2(vs_in_reg0.xy)).x;
reg_tmp0 = uniforms.f[6 + address_registers.x].wzyx;
reg_tmp1.xy = (vs_in_reg0.zwzw).xy;
reg_tmp1.zw = (uniforms.f[5].xyxy).zw;
address_registers.xy = ivec2(reg_tmp0.xy);
reg_tmp2.xw = (uniforms.f[64 + address_registers.y].wwyy).xw;
reg_tmp2.yz = (uniforms.f[5].xxxx).yz;
reg_tmp4.x = dot_s(reg_tmp1, reg_tmp2);
reg_tmp2.yw = (uniforms.f[64 + address_registers.y].zzxx).yw;
reg_tmp2.xz = (uniforms.f[5].xxxx).xz;
reg_tmp4.y = dot_s(reg_tmp1, reg_tmp2);
reg_tmp4.zw = (reg_tmp1.zwzw).zw;
reg_tmp3.x = dot_s(uniforms.f[32 + address_registers.x].wzyx, reg_tmp4);
reg_tmp3.y = dot_s(uniforms.f[33 + address_registers.x].wzyx, reg_tmp4);
reg_tmp3.z = dot_s(uniforms.f[34 + address_registers.x].wzyx, reg_tmp4);
reg_tmp3.w = (reg_tmp1.wwww).w;
reg_tmp4.z = (uniforms.f[34 + address_registers.x].xxxx).z;
reg_tmp4.z = (abs(reg_tmp4.zzzz)).z;
reg_tmp4.z = (uniforms.f[4].yyyy + reg_tmp4.zzzz).z;
reg_tmp4.x = (uniforms.f[4].wwww).x;
conditional_code = notEqual(uniforms.f[5].xx, reg_tmp4.xz);
if (all(conditional_code)) {
sub_1();
}
vs_out_attr0.x = dot_s(uniforms.f[0].wzyx, reg_tmp3);
vs_out_attr0.y = dot_s(uniforms.f[1].wzyx, reg_tmp3);
vs_out_attr0.z = dot_s(uniforms.f[2].wzyx, reg_tmp3);
vs_out_attr0.w = dot_s(uniforms.f[3].wzyx, reg_tmp3);
conditional_code = greaterThanEqual(uniforms.f[5].yy, reg_tmp0.ww);
if (all(conditional_code)) {
sub_2();
} else {
sub_3();
}
conditional_code = notEqual(uniforms.f[5].xx, reg_tmp1.xy);
if (all(not(conditional_code))) {
sub_8();
}
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_9();
}
if (all(bvec2(!conditional_code.x, conditional_code.y))) {
sub_10();
}
if (all(conditional_code)) {
sub_11();
}
reg_tmp8 = uniforms.f[5].xxxx;
address_registers.z = int(uniforms.i[0].y);
for (uint loop64 = 0u; loop64 <= uniforms.i[0].x; address_registers.z += int(uniforms.i[0].z), ++loop64) {
sub_12();
}
vs_out_attr2 = reg_tmp5;
vs_out_attr3 = reg_tmp6;
vs_out_attr4 = reg_tmp7;
return true;
}
bool sub_1() {
reg_tmp4.x = (uniforms.f[4].wwww).x;
reg_tmp4.y = (-uniforms.f[4].zzzz + reg_tmp4.zzzz).y;
reg_tmp4.z = rcp_s(reg_tmp4.z);
reg_tmp4.z = (mul_s(reg_tmp4.yyyy, reg_tmp4.zzzz)).z;
reg_tmp3.x = (fma_s(reg_tmp4.xxxx, reg_tmp4.zzzz, reg_tmp3.xxxx)).x;
return false;
}
bool sub_2() {
vs_out_attr1.xyz = (uniforms.f[5].yyyy).xyz;
vs_out_attr1.w = (reg_tmp0.wwww).w;
return false;
}
bool sub_3() {
address_registers.y = (ivec2(reg_tmp0.ww)).y;
conditional_code = notEqual(uniforms.f[5].xx, reg_tmp1.xy);
if (all(not(conditional_code))) {
sub_4();
}
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_5();
}
if (all(bvec2(!conditional_code.x, conditional_code.y))) {
sub_6();
}
if (all(conditional_code)) {
sub_7();
}
return false;
}
bool sub_4() {
vs_out_attr1 = uniforms.f[32 + address_registers.y].wzyx;
return false;
}
bool sub_5() {
vs_out_attr1 = uniforms.f[33 + address_registers.y].wzyx;
return false;
}
bool sub_6() {
vs_out_attr1 = uniforms.f[34 + address_registers.y].wzyx;
return false;
}
bool sub_7() {
vs_out_attr1 = uniforms.f[35 + address_registers.y].wzyx;
return false;
}
bool sub_8() {
reg_tmp5 = uniforms.f[5].xyyy;
reg_tmp6 = uniforms.f[5].xyyy;
reg_tmp7 = uniforms.f[5].xyyy;
return false;
}
bool sub_9() {
reg_tmp5 = uniforms.f[5].yyyy;
reg_tmp6 = uniforms.f[5].yyyy;
reg_tmp7 = uniforms.f[5].yyyy;
return false;
}
bool sub_10() {
reg_tmp5 = uniforms.f[5].xxyy;
reg_tmp6 = uniforms.f[5].xxyy;
reg_tmp7 = uniforms.f[5].xxyy;
return false;
}
bool sub_11() {
reg_tmp5 = uniforms.f[5].yxyy;
reg_tmp6 = uniforms.f[5].yxyy;
reg_tmp7 = uniforms.f[5].yxyy;
return false;
}
bool sub_12() {
conditional_code = equal(uniforms.f[5].yy, reg_tmp8.xy);
if (all(conditional_code)) {
sub_13();
}
conditional_code = lessThan(uniforms.f[5].ww, reg_tmp8.xy);
if (all(conditional_code)) {
sub_18();
}
reg_tmp8 = uniforms.f[5].yyyy + reg_tmp8;
return false;
}
bool sub_13() {
address_registers.y = (ivec2(reg_tmp0.zz)).y;
conditional_code = notEqual(uniforms.f[5].xx, reg_tmp1.xy);
if (all(not(conditional_code))) {
sub_14();
}
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_15();
}
if (all(bvec2(!conditional_code.x, conditional_code.y))) {
sub_16();
}
if (all(conditional_code)) {
sub_17();
}
return false;
}
bool sub_14() {
reg_tmp5.xy = (uniforms.f[64 + address_registers.y].wzzz).xy;
reg_tmp6.xy = (uniforms.f[65 + address_registers.y].wzzz).xy;
reg_tmp7.xy = (uniforms.f[66 + address_registers.y].wzzz).xy;
return false;
}
bool sub_15() {
reg_tmp5.xy = (uniforms.f[64 + address_registers.y].yzzz).xy;
reg_tmp6.xy = (uniforms.f[65 + address_registers.y].yzzz).xy;
reg_tmp7.xy = (uniforms.f[66 + address_registers.y].yzzz).xy;
return false;
}
bool sub_16() {
reg_tmp5.xy = (uniforms.f[64 + address_registers.y].wxxx).xy;
reg_tmp6.xy = (uniforms.f[65 + address_registers.y].wxxx).xy;
reg_tmp7.xy = (uniforms.f[66 + address_registers.y].wxxx).xy;
return false;
}
bool sub_17() {
reg_tmp5.xy = (uniforms.f[64 + address_registers.y].yxxx).xy;
reg_tmp6.xy = (uniforms.f[65 + address_registers.y].yxxx).xy;
reg_tmp7.xy = (uniforms.f[66 + address_registers.y].yxxx).xy;
return false;
}
bool sub_18() {
conditional_code = notEqual(uniforms.f[5].xx, reg_tmp1.xy);
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_19();
}
if (all(bvec2(!conditional_code.x, conditional_code.y))) {
sub_20();
}
return false;
}
bool sub_19() {
reg_tmp5.xy = (uniforms.f[67 + address_registers.y].yxxx).xy;
reg_tmp6.xy = (uniforms.f[68 + address_registers.y].yxxx).xy;
reg_tmp7.xy = (uniforms.f[69 + address_registers.y].yxxx).xy;
return false;
}
bool sub_20() {
reg_tmp5.xy = (uniforms.f[67 + address_registers.y].wzzz).xy;
reg_tmp6.xy = (uniforms.f[68 + address_registers.y].wzzz).xy;
reg_tmp7.xy = (uniforms.f[69 + address_registers.y].wzzz).xy;
return false;
}
// reference: FDD61A8370EFA141, FC7F4467554D34E5
// shader: 8DD9, 1C4CBC8096EA16CD
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(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(vtx.attributes[3].x, vtx.attributes[3].y);
texcoord0_w = 0.0;
view = vec3(0.0, 0.0, 0.0);
texcoord2 = vec2(vtx.attributes[4].x, vtx.attributes[4].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[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: 5DAD5699F59B3586, 1C4CBC8096EA16CD
// shader: 8B30, E44EF07A8620392E
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((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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: C5139A045715417D, E44EF07A8620392E
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, E44EF07A8620392E
// reference: B382E5C3F31AC733, FC7F4467554D34E5
// shader: 8B31, BB79F4540B446C4B
#define mul_s(x, y) (x * y)
#define fma_s(x, y, z) fma(x, y, z)
#define rcp_s(x) (1.0 / x)
#define rsq_s(x) inversesqrt(x)
#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_1();
bool sub_0();
bool exec_shader() {
sub_0();
return true;
}
bool sub_1() {
reg_tmp13.xyz = (vs_in_reg0).xyz;
reg_tmp13.w = (uniforms.f[93].yyyy).w;
reg_tmp0.x = dot_s(uniforms.f[0], reg_tmp13);
reg_tmp0.y = dot_s(uniforms.f[1], reg_tmp13);
reg_tmp0.z = dot_s(uniforms.f[2], reg_tmp13);
reg_tmp0.w = (uniforms.f[93].yyyy).w;
vs_out_attr0.x = dot_s(uniforms.f[22], reg_tmp0);
vs_out_attr0.y = dot_s(uniforms.f[23], reg_tmp0);
vs_out_attr0.z = dot_s(uniforms.f[24], reg_tmp0);
vs_out_attr0.w = (uniforms.f[93].yyyy).w;
return false;
}
bool sub_0() {
{
sub_1();
}
vs_out_attr1 = vs_in_reg1;
vs_out_attr2 = vs_in_reg2;
return true;
}
// reference: E3449A84257E81EB, BB79F4540B446C4B
// 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, 0803E1FD60D3E38E
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;
depth /= gl_FragCoord.w;
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: EBB5968313968523, 0803E1FD60D3E38E
// program: BB79F4540B446C4B, 86F5543306698380, 0803E1FD60D3E38E
// shader: 8B30, 179A576D6A69F2D2
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;
depth /= gl_FragCoord.w;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: FA52B27E5715417D, 179A576D6A69F2D2
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 179A576D6A69F2D2
// reference: AD1065C4A68BE799, BB79F4540B446C4B
// shader: 8B31, B9D5F69BEAF8CAAB
#define mul_s(x, y) (x * y)
#define fma_s(x, y, z) fma(x, y, z)
#define rcp_s(x) (1.0 / x)
#define rsq_s(x) inversesqrt(x)
#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_1();
bool sub_2();
bool sub_0();
bool exec_shader() {
sub_0();
return true;
}
bool sub_1() {
reg_tmp13.xyz = (vs_in_reg0).xyz;
reg_tmp13.w = (uniforms.f[93].yyyy).w;
reg_tmp14.x = dot_s(uniforms.f[0], reg_tmp13);
reg_tmp14.y = dot_s(uniforms.f[1], reg_tmp13);
reg_tmp14.z = dot_s(uniforms.f[2], reg_tmp13);
reg_tmp14.w = (uniforms.f[93].yyyy).w;
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp14);
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp14);
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp14);
reg_tmp15.w = (uniforms.f[93].yyyy).w;
reg_tmp0.x = dot_s(uniforms.f[86], reg_tmp15);
reg_tmp0.y = dot_s(uniforms.f[87], reg_tmp15);
reg_tmp0.z = dot_s(uniforms.f[88], reg_tmp15);
reg_tmp0.w = dot_s(uniforms.f[89], reg_tmp15);
reg_tmp1.x = (-reg_tmp0.wwww).x;
reg_tmp1.y = (mul_s(uniforms.f[95].zzzz, -reg_tmp0.wwww)).y;
conditional_code.x = reg_tmp0.xxxx.x > reg_tmp1.xyyy.x;
conditional_code.y = reg_tmp0.xxxx.y < reg_tmp1.xyyy.y;
if (all(conditional_code)) {
sub_2();
}
vs_out_attr0 = reg_tmp0;
return false;
}
bool sub_2() {
reg_tmp0.x = (-reg_tmp0.wwww).x;
return false;
}
bool sub_0() {
{
sub_1();
}
vs_out_attr1 = vs_in_reg1;
vs_out_attr2 = vs_in_reg2;
return true;
}
// reference: 6B55E88288E84197, B9D5F69BEAF8CAAB
// program: B9D5F69BEAF8CAAB, 86F5543306698380, 0803E1FD60D3E38E
// shader: 8B31, 9E24545469247A33
#define mul_s(x, y) (x * y)
#define fma_s(x, y, z) fma(x, y, z)
#define rcp_s(x) (1.0 / x)
#define rsq_s(x) inversesqrt(x)
#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_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_30();
bool sub_31();
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_34();
bool sub_46();
bool sub_35();
bool sub_36();
bool sub_37();
bool sub_38();
bool sub_39();
bool sub_40();
bool sub_41();
bool sub_42();
bool sub_43();
bool sub_44();
bool sub_45();
bool sub_47();
bool sub_48();
bool sub_54();
bool sub_55();
bool sub_56();
bool sub_57();
bool sub_59();
bool sub_49();
bool sub_50();
bool sub_51();
bool sub_52();
bool sub_53();
bool sub_58();
bool sub_60();
bool sub_61();
bool sub_62();
bool sub_63();
bool sub_64();
bool sub_65();
bool sub_66();
bool sub_67();
bool sub_68();
bool sub_69();
bool sub_70();
bool sub_71();
bool sub_72();
bool exec_shader() {
sub_0();
return true;
}
bool sub_0() {
{
sub_1();
}
{
sub_32();
}
{
sub_47();
}
{
sub_61();
}
{
sub_68();
}
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_24();
}
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;
reg_tmp0.x = dot_s(uniforms.f[86], reg_tmp15);
reg_tmp0.y = dot_s(uniforms.f[87], reg_tmp15);
reg_tmp0.z = dot_s(uniforms.f[88], reg_tmp15);
reg_tmp0.w = dot_s(uniforms.f[89], reg_tmp15);
reg_tmp1.x = (-reg_tmp0.wwww).x;
reg_tmp1.y = (mul_s(uniforms.f[95].zzzz, -reg_tmp0.wwww)).y;
conditional_code.x = reg_tmp0.xxxx.x > reg_tmp1.xyyy.x;
conditional_code.y = reg_tmp0.xxxx.y < reg_tmp1.xyyy.y;
if (all(conditional_code)) {
sub_23();
}
vs_out_attr0 = reg_tmp0;
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.x = (-reg_tmp0.wwww).x;
return false;
}
bool sub_24() {
reg_tmp0 = uniforms.f[7];
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.yz);
if (uniforms.b[2]) {
sub_25();
} else {
sub_26();
}
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_27();
} else {
sub_28();
}
vs_out_attr2 = -reg_tmp15;
reg_tmp0.x = dot_s(uniforms.f[86], reg_tmp15);
reg_tmp0.y = dot_s(uniforms.f[87], reg_tmp15);
reg_tmp0.z = dot_s(uniforms.f[88], reg_tmp15);
reg_tmp0.w = dot_s(uniforms.f[89], reg_tmp15);
reg_tmp1.x = (-reg_tmp0.wwww).x;
reg_tmp1.y = (mul_s(uniforms.f[95].zzzz, -reg_tmp0.wwww)).y;
conditional_code.x = reg_tmp0.xxxx.x > reg_tmp1.xyyy.x;
conditional_code.y = reg_tmp0.xxxx.y < reg_tmp1.xyyy.y;
if (all(conditional_code)) {
sub_31();
}
vs_out_attr0 = reg_tmp0;
return false;
}
bool sub_25() {
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_26() {
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_27() {
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_28() {
if (all(conditional_code)) {
sub_29();
} else {
sub_30();
}
return false;
}
bool sub_29() {
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_30() {
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_31() {
reg_tmp0.x = (-reg_tmp0.wwww).x;
return false;
}
bool sub_6() {
uint jmp_to = 214u;
while (true) {
switch (jmp_to) {
case 214u: {
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 = 230u; 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 = 230u; break; }
}
reg_tmp0.z = rcp_s(reg_tmp4.x);
reg_tmp0.xy = (mul_s(reg_tmp5, reg_tmp4)).xy;
}
case 230u: {
vs_out_attr1 = reg_tmp0;
}
default: return false;
}
}
return false;
}
bool sub_11() {
uint jmp_to = 231u;
while (true) {
switch (jmp_to) {
case 231u: {
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 = 306u; 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 = 268u; 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 = 306u; break; }
}
}
case 268u: {
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 306u: {
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_tmp8.xy = (uniforms.f[93].xxxx).xy;
reg_tmp0.y = (uniforms.f[7].wwww).y;
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.xy);
reg_tmp9.xyz = (uniforms.f[93].xxxx).xyz;
reg_tmp9.w = (uniforms.f[21].wwww).w;
if (conditional_code.y) {
sub_33();
}
if (uniforms.b[12]) {
sub_35();
}
if (uniforms.b[5]) {
sub_44();
}
conditional_code = equal(uniforms.f[93].xx, reg_tmp8.xy);
if (all(conditional_code)) {
sub_46();
}
vs_out_attr3 = max(uniforms.f[93].xxxx, reg_tmp9);
return false;
}
bool sub_33() {
reg_tmp0 = mul_s(uniforms.f[7].wwww, vs_in_reg3);
if (uniforms.b[7]) {
sub_34();
}
reg_tmp9.xyz = (mul_s(uniforms.f[20].wwww, reg_tmp0.xyzz)).xyz;
reg_tmp8.x = (uniforms.f[93].yyyy).x;
return false;
}
bool sub_34() {
reg_tmp9.w = (mul_s(reg_tmp9.wwww, reg_tmp0.wwww)).w;
return false;
}
bool sub_46() {
reg_tmp9 = uniforms.f[21];
return false;
}
bool sub_35() {
reg_tmp1 = uniforms.f[20];
reg_tmp2 = uniforms.f[21];
reg_tmp3 = uniforms.f[93].xxxx;
address_registers.z = int(uniforms.i[0].y);
for (uint loop327 = 0u; loop327 <= uniforms.i[0].x; address_registers.z += int(uniforms.i[0].z), ++loop327) {
sub_36();
}
reg_tmp8.x = (uniforms.f[93].yyyy).x;
return false;
}
bool sub_36() {
address_registers.x = (ivec2(reg_tmp3.xy)).x;
reg_tmp4.x = (uniforms.f[81 + address_registers.x].wwww).x;
reg_tmp4.y = (uniforms.f[83 + address_registers.x].wwww).y;
conditional_code = equal(uniforms.f[93].xy, reg_tmp4.xy);
if (conditional_code.x) {
sub_37();
} else {
sub_38();
}
conditional_code.x = uniforms.f[93].xxxx.x == reg_tmp6.xyyy.x;
conditional_code.y = uniforms.f[93].xxxx.y < reg_tmp6.xyyy.y;
if (conditional_code.y) {
sub_43();
}
reg_tmp3 = -uniforms.f[95].wwww + reg_tmp3;
return false;
}
bool sub_37() {
reg_tmp6.x = dot_3(uniforms.f[81 + address_registers.x].xyz, reg_tmp14.xyz);
reg_tmp6.y = (uniforms.f[93].yyyy).y;
return false;
}
bool sub_38() {
reg_tmp4 = uniforms.f[81 + address_registers.x] + -reg_tmp15;
reg_tmp6.y = (uniforms.f[93].yyyy).y;
if (conditional_code.y) {
sub_39();
}
reg_tmp5 = uniforms.f[82 + address_registers.x];
conditional_code = equal(uniforms.f[93].yy, reg_tmp5.ww);
reg_tmp4.w = dot_3(reg_tmp4.xyz, reg_tmp4.xyz);
reg_tmp4.w = rsq_s(reg_tmp4.w);
reg_tmp4 = mul_s(reg_tmp4, reg_tmp4.wwww);
if (conditional_code.x) {
sub_40();
}
reg_tmp6.x = dot_3(reg_tmp14.xyz, reg_tmp4.xyz);
return false;
}
bool sub_39() {
reg_tmp5.x = (uniforms.f[93].yyyy).x;
reg_tmp5.z = dot_3(reg_tmp4.xyz, reg_tmp4.xyz);
reg_tmp5.y = (mul_s(reg_tmp5.zzzz, reg_tmp5.zzzz)).y;
reg_tmp6.y = dot_3(uniforms.f[83 + address_registers.x].xyz, reg_tmp5.xyz);
reg_tmp6.y = rcp_s(reg_tmp6.y);
return false;
}
bool sub_40() {
reg_tmp5.x = dot_3(uniforms.f[82 + address_registers.x].xyz, -reg_tmp4.xyz);
reg_tmp5.y = (vec4(lessThan(reg_tmp5.xxxx, uniforms.f[84 + address_registers.x].yyyy))).y;
conditional_code = equal(uniforms.f[93].yy, reg_tmp5.xy);
if (conditional_code.y) {
sub_41();
} else {
sub_42();
}
reg_tmp6.y = (mul_s(reg_tmp6.yyyy, reg_tmp5.xxxx)).y;
return false;
}
bool sub_41() {
reg_tmp5.x = (uniforms.f[93].xxxx).x;
return false;
}
bool sub_42() {
reg_tmp5.y = log2(reg_tmp5.x);
reg_tmp5.y = (mul_s(uniforms.f[84 + address_registers.x].xxxx, reg_tmp5.yyyy)).y;
reg_tmp5.x = exp2(reg_tmp5.y);
return false;
}
bool sub_43() {
reg_tmp6.x = (max(uniforms.f[93].xxxx, reg_tmp6.xxxx)).x;
reg_tmp9.xyz = (fma_s(reg_tmp1.xyzz, uniforms.f[79 + address_registers.x].xyzz, reg_tmp9.xyzz)).xyz;
reg_tmp4 = mul_s(uniforms.f[80 + address_registers.x], reg_tmp2);
reg_tmp5.xyz = (mul_s(reg_tmp6.xxxx, reg_tmp4.xyzz)).xyz;
reg_tmp5.xyz = (mul_s(reg_tmp6.yyyy, reg_tmp5.xyzz)).xyz;
reg_tmp9.xyz = (reg_tmp9.xyzz + reg_tmp5.xyzz).xyz;
reg_tmp9.w = (reg_tmp9.wwww + reg_tmp4.wwww).w;
return false;
}
bool sub_44() {
reg_tmp1 = vec4(dot_3(uniforms.f[24].xyz, reg_tmp14.xyz));
reg_tmp2 = uniforms.f[24].wwww;
reg_tmp1 = fma_s(reg_tmp1, reg_tmp2, reg_tmp2);
reg_tmp3 = uniforms.f[22];
reg_tmp2 = uniforms.f[23] + -reg_tmp3;
reg_tmp4 = fma_s(reg_tmp2, reg_tmp1, reg_tmp3);
if (uniforms.b[6]) {
sub_45();
}
reg_tmp9.xyz = (fma_s(reg_tmp4, uniforms.f[21], reg_tmp9)).xyz;
reg_tmp8.x = (uniforms.f[93].yyyy).x;
return false;
}
bool sub_45() {
reg_tmp4 = mul_s(reg_tmp4, reg_tmp9.wwww);
return false;
}
bool sub_47() {
reg_tmp0.xy = (uniforms.f[10].xxxx).xy;
if (uniforms.b[9]) {
sub_48();
} else {
sub_54();
}
return false;
}
bool sub_48() {
{
sub_49();
}
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_54() {
conditional_code = equal(uniforms.f[95].xy, reg_tmp0.xy);
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
if (all(not(conditional_code))) {
sub_55();
} else {
sub_56();
}
vs_out_attr4 = reg_tmp3;
return false;
}
bool sub_55() {
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_56() {
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_57();
} else {
sub_59();
}
return false;
}
bool sub_57() {
{
sub_58();
}
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_59() {
{
sub_60();
}
reg_tmp3.x = dot_s(uniforms.f[11], reg_tmp6);
reg_tmp3.y = dot_s(uniforms.f[12], reg_tmp6);
return false;
}
bool sub_49() {
conditional_code = equal(uniforms.f[93].yz, reg_tmp0.xy);
if (all(not(conditional_code))) {
sub_50();
} else {
sub_51();
}
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
return false;
}
bool sub_50() {
reg_tmp6.xy = (mul_s(uniforms.f[8].xxxx, vs_in_reg4.xyyy)).xy;
return false;
}
bool sub_51() {
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_52();
} else {
sub_53();
}
return false;
}
bool sub_52() {
reg_tmp6.xy = (mul_s(uniforms.f[8].yyyy, vs_in_reg5.xyyy)).xy;
return false;
}
bool sub_53() {
reg_tmp6.xy = (mul_s(uniforms.f[8].zzzz, vs_in_reg6.xyyy)).xy;
return false;
}
bool sub_58() {
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_60() {
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_61() {
reg_tmp0.xy = (uniforms.f[10].yyyy).xy;
if (uniforms.b[10]) {
sub_62();
} else {
sub_63();
}
return false;
}
bool sub_62() {
{
sub_49();
}
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_63() {
if (uniforms.b[13]) {
sub_64();
} else {
sub_67();
}
return false;
}
bool sub_64() {
conditional_code = equal(uniforms.f[95].xy, reg_tmp0.xy);
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
if (all(not(conditional_code))) {
sub_65();
} else {
sub_66();
}
vs_out_attr5 = reg_tmp4;
return false;
}
bool sub_65() {
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_66() {
{
sub_60();
}
reg_tmp4.x = dot_s(uniforms.f[14], reg_tmp6);
reg_tmp4.y = dot_s(uniforms.f[15], reg_tmp6);
return false;
}
bool sub_67() {
vs_out_attr5 = uniforms.f[93].xxxx;
return false;
}
bool sub_68() {
reg_tmp0.xy = (uniforms.f[10].zzzz).xy;
if (uniforms.b[11]) {
sub_69();
} else {
sub_70();
}
return false;
}
bool sub_69() {
{
sub_49();
}
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_70() {
if (uniforms.b[14]) {
sub_71();
} else {
sub_72();
}
return false;
}
bool sub_71() {
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
reg_tmp5.zw = (reg_tmp6.zwww).zw;
{
sub_60();
}
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_72() {
vs_out_attr6 = uniforms.f[93].xxxx;
return false;
}
// reference: D207D298011115B6, 9E24545469247A33
// 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, 1E3294E5157FB1D3
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;
depth /= gl_FragCoord.w;
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;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += ((light_src[1].specular_0) + (light_src[1].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;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: B7E6BA005805FEE3, 1E3294E5157FB1D3
// program: 9E24545469247A33, 0D30074279C2FEED, 1E3294E5157FB1D3
// shader: 8B31, 2EB6BC7024CFC2C0
#define mul_s(x, y) (x * y)
#define fma_s(x, y, z) fma(x, y, z)
#define rcp_s(x) (1.0 / x)
#define rsq_s(x) inversesqrt(x)
#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 = 7) in vec4 vs_in_reg7;
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_1();
bool sub_2();
bool sub_3();
bool sub_4();
bool sub_6();
bool sub_7();
bool sub_17();
bool sub_18();
bool sub_5();
bool sub_8();
bool sub_9();
bool sub_10();
bool sub_11();
bool sub_12();
bool sub_13();
bool sub_14();
bool sub_15();
bool sub_16();
bool sub_19();
bool sub_20();
bool sub_21();
bool sub_22();
bool sub_23();
bool sub_24();
bool sub_25();
bool sub_26();
bool sub_27();
bool sub_29();
bool sub_28();
bool sub_30();
bool sub_31();
bool sub_32();
bool sub_33();
bool sub_34();
bool sub_35();
bool sub_36();
bool sub_37();
bool sub_0();
bool exec_shader() {
sub_0();
return true;
}
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;
reg_tmp0 = uniforms.f[7];
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.yz);
if (uniforms.b[2]) {
sub_2();
} else {
sub_3();
}
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_4();
} else {
sub_6();
}
vs_out_attr2 = -reg_tmp15;
reg_tmp0.x = dot_s(uniforms.f[86], reg_tmp15);
reg_tmp0.y = dot_s(uniforms.f[87], reg_tmp15);
reg_tmp0.z = dot_s(uniforms.f[88], reg_tmp15);
reg_tmp0.w = dot_s(uniforms.f[89], reg_tmp15);
reg_tmp1.x = (-reg_tmp0.wwww).x;
reg_tmp1.y = (mul_s(uniforms.f[95].zzzz, -reg_tmp0.wwww)).y;
conditional_code.x = reg_tmp0.xxxx.x > reg_tmp1.xyyy.x;
conditional_code.y = reg_tmp0.xxxx.y < reg_tmp1.xyyy.y;
if (all(conditional_code)) {
sub_18();
}
vs_out_attr0 = reg_tmp0;
return false;
}
bool sub_2() {
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_3() {
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_4() {
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_5();
}
return false;
}
bool sub_6() {
if (all(conditional_code)) {
sub_7();
} else {
sub_17();
}
return false;
}
bool sub_7() {
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_8();
}
return false;
}
bool sub_17() {
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_18() {
reg_tmp0.x = (-reg_tmp0.wwww).x;
return false;
}
bool sub_5() {
uint jmp_to = 79u;
while (true) {
switch (jmp_to) {
case 79u: {
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 = 95u; 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 = 95u; break; }
}
reg_tmp0.z = rcp_s(reg_tmp4.x);
reg_tmp0.xy = (mul_s(reg_tmp5, reg_tmp4)).xy;
}
case 95u: {
vs_out_attr1 = reg_tmp0;
}
default: return false;
}
}
return false;
}
bool sub_8() {
uint jmp_to = 96u;
while (true) {
switch (jmp_to) {
case 96u: {
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 = 171u; 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 = 133u; 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 = 171u; break; }
}
}
case 133u: {
conditional_code = greaterThan(reg_tmp5.zy, reg_tmp5.yx);
if (conditional_code.x) {
sub_9();
} else {
sub_14();
}
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 171u: {
vs_out_attr1 = reg_tmp0;
}
default: return false;
}
}
return false;
}
bool sub_9() {
if (conditional_code.y) {
sub_10();
} else {
sub_11();
}
reg_tmp8.w = (-reg_tmp8).w;
return false;
}
bool sub_10() {
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_11() {
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_12();
} else {
sub_13();
}
return false;
}
bool sub_12() {
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_13() {
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_14() {
if (conditional_code.y) {
sub_15();
} else {
sub_16();
}
return false;
}
bool sub_15() {
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_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;
reg_tmp8.w = (-reg_tmp8).w;
return false;
}
bool sub_19() {
reg_tmp0.y = (uniforms.f[7].wwww).y;
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.xy);
reg_tmp9 = uniforms.f[21];
reg_tmp0 = mul_s(uniforms.f[7].wwww, vs_in_reg3);
if (conditional_code.y) {
sub_20();
}
vs_out_attr3 = max(uniforms.f[93].xxxx, reg_tmp9);
return false;
}
bool sub_20() {
if (uniforms.b[7]) {
sub_21();
}
reg_tmp9.xyz = (mul_s(uniforms.f[20].wwww, reg_tmp0.xyzz)).xyz;
reg_tmp8.x = (uniforms.f[93].yyyy).x;
return false;
}
bool sub_21() {
reg_tmp9.w = (mul_s(reg_tmp9.wwww, reg_tmp0.wwww)).w;
return false;
}
bool sub_22() {
reg_tmp0.xy = (uniforms.f[10].xxxx).xy;
if (uniforms.b[9]) {
sub_23();
} else {
sub_24();
}
return false;
}
bool sub_23() {
reg_tmp6.xy = (mul_s(uniforms.f[8].xxxx, vs_in_reg4.xyyy)).xy;
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
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_24() {
conditional_code = equal(uniforms.f[95].xy, reg_tmp0.xy);
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
if (all(not(conditional_code))) {
sub_25();
} else {
sub_26();
}
vs_out_attr4 = reg_tmp3;
return false;
}
bool sub_25() {
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_26() {
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_27();
} else {
sub_29();
}
return false;
}
bool sub_27() {
{
sub_28();
}
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_29() {
{
sub_30();
}
reg_tmp3.x = dot_s(uniforms.f[11], reg_tmp6);
reg_tmp3.y = dot_s(uniforms.f[12], reg_tmp6);
return false;
}
bool sub_28() {
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_30() {
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_31() {
reg_tmp0.xy = (uniforms.f[10].yyyy).xy;
if (uniforms.b[10]) {
sub_32();
} else {
sub_33();
}
return false;
}
bool sub_32() {
reg_tmp6.xy = (mul_s(uniforms.f[8].yyyy, vs_in_reg5.xyyy)).xy;
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
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_33() {
if (uniforms.b[13]) {
sub_34();
} else {
sub_37();
}
return false;
}
bool sub_34() {
conditional_code = equal(uniforms.f[95].xy, reg_tmp0.xy);
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
if (all(not(conditional_code))) {
sub_35();
} else {
sub_36();
}
vs_out_attr5 = reg_tmp4;
return false;
}
bool sub_35() {
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_36() {
{
sub_30();
}
reg_tmp4.x = dot_s(uniforms.f[14], reg_tmp6);
reg_tmp4.y = dot_s(uniforms.f[15], reg_tmp6);
return false;
}
bool sub_37() {
vs_out_attr5 = uniforms.f[93].xxxx;
return false;
}
bool sub_0() {
{
sub_1();
}
{
sub_19();
}
{
sub_22();
}
{
sub_31();
}
return true;
}
// reference: 1D8EFC75C8E8E1E7, 2EB6BC7024CFC2C0
// 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, B88B9039A0A81B70
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;
depth /= gl_FragCoord.w;
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;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * light_src[1].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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (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;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (const_color[2].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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: 53F63EF2EC93F698, B88B9039A0A81B70
// program: 2EB6BC7024CFC2C0, 8D88DA9FC6C2B5D9, B88B9039A0A81B70
// reference: 9C532DD882E473C4, 9E24545469247A33
// shader: 8B30, 1296E267F9208249
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;
depth /= gl_FragCoord.w;
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;
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: 2FC15C0D81DE1D70, 1296E267F9208249
// program: 9E24545469247A33, 0D30074279C2FEED, 1296E267F9208249
// reference: E755D0DC43CC2C4A, 1E3294E5157FB1D3
// shader: 8B30, 823B7E2A6B6AF579
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;
depth /= gl_FragCoord.w;
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;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += ((light_src[1].specular_0) + (light_src[1].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;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 9BA98A019453AB45, 823B7E2A6B6AF579
// program: 9E24545469247A33, 0D30074279C2FEED, 823B7E2A6B6AF579
// shader: 8B30, 0D8F72C7A9FEDE79
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;
depth /= gl_FragCoord.w;
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;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + (light_src[1].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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.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;
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: A18DF8313BE7F410, 0D8F72C7A9FEDE79
// program: 9E24545469247A33, 0D30074279C2FEED, 0D8F72C7A9FEDE79
// shader: 8B30, 5F23D6C2213EB579
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;
depth /= gl_FragCoord.w;
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;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + (light_src[1].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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.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;
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: A18DF831C31CA8AA, 5F23D6C2213EB579
// program: 9E24545469247A33, 0D30074279C2FEED, 5F23D6C2213EB579
// reference: A18DF831BE291476, 5F23D6C2213EB579
// reference: A18DF831D7501F13, 5F23D6C2213EB579
// shader: 8B30, B1F92D12103AE330
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;
depth /= gl_FragCoord.w;
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 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + (light_src[1].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((texcolor0.rgb) * (texcolor0.aaa) + (texcolor1.rgb) * (vec3(1.0) - (texcolor0.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) * (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) + (secondary_fragment_color.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;
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: AE016A4B52F06FEB, B1F92D12103AE330
// program: 9E24545469247A33, 0D30074279C2FEED, B1F92D12103AE330
// shader: 8B30, FBD9B0139DD37159
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;
depth /= gl_FragCoord.w;
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;
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;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + (light_src[1].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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.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;
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: 2FCF490F2C4C3D5D, FBD9B0139DD37159
// program: 9E24545469247A33, 0D30074279C2FEED, FBD9B0139DD37159
// reference: AC6D5ADE8A14C829, 5F23D6C2213EB579
// shader: 8B30, EB739DA5C235A2E0
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;
depth /= gl_FragCoord.w;
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;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += ((light_src[1].specular_0) + (light_src[1].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;
if (int(last_tex_env_out.a * 255.0) < alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 8E2CDBB9EA8FE02F, EB739DA5C235A2E0
// program: 9E24545469247A33, 0D30074279C2FEED, EB739DA5C235A2E0
// shader: 8B31, 97C7D09A0E012F36
#define mul_s(x, y) (x * y)
#define fma_s(x, y, z) fma(x, y, z)
#define rcp_s(x) (1.0 / x)
#define rsq_s(x) inversesqrt(x)
#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_6();
bool sub_22();
bool sub_4();
bool sub_10();
bool sub_1();
bool sub_2();
bool sub_3();
bool sub_5();
bool sub_8();
bool sub_9();
bool sub_11();
bool sub_21();
bool sub_23();
bool sub_24();
bool sub_25();
bool sub_26();
bool sub_27();
bool sub_28();
bool sub_29();
bool sub_30();
bool sub_7();
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_20();
bool sub_31();
bool sub_32();
bool sub_33();
bool sub_45();
bool sub_46();
bool sub_34();
bool sub_35();
bool sub_36();
bool sub_37();
bool sub_38();
bool sub_39();
bool sub_40();
bool sub_41();
bool sub_42();
bool sub_43();
bool sub_44();
bool sub_47();
bool sub_48();
bool sub_54();
bool sub_55();
bool sub_56();
bool sub_57();
bool sub_59();
bool sub_49();
bool sub_50();
bool sub_51();
bool sub_52();
bool sub_53();
bool sub_58();
bool sub_60();
bool sub_61();
bool sub_62();
bool sub_63();
bool sub_64();
bool sub_65();
bool sub_66();
bool sub_67();
bool sub_68();
bool sub_69();
bool sub_70();
bool sub_71();
bool sub_72();
bool exec_shader() {
sub_0();
return true;
}
bool sub_0() {
{
sub_1();
}
{
sub_31();
}
{
sub_47();
}
{
sub_61();
}
{
sub_68();
}
return true;
}
bool sub_6() {
reg_tmp2.xyz = (-uniforms.f[23].yyyy + reg_tmp10.yyyy).xyz;
reg_tmp2.xyz = (abs(reg_tmp2.xyzz)).xyz;
reg_tmp2.xyz = (mul_s(uniforms.f[94].xxxx, reg_tmp2.xyzz)).xyz;
reg_tmp10.xyz = (fma_s(reg_tmp2.xyzz, uniforms.f[22], reg_tmp10.xyzz)).xyz;
return false;
}
bool sub_22() {
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_10() {
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_24();
}
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_8();
}
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;
{
sub_6();
}
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_7();
}
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_8() {
if (all(conditional_code)) {
sub_9();
} else {
sub_21();
}
return false;
}
bool sub_9() {
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_10();
}
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
{
sub_10();
}
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_10();
}
if (uniforms.b[8]) {
sub_11();
}
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;
{
sub_6();
}
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_12();
}
return false;
}
bool sub_11() {
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_10();
}
return false;
}
bool sub_21() {
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_22();
}
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
{
sub_22();
}
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_22();
}
if (uniforms.b[8]) {
sub_23();
}
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;
{
sub_6();
}
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_23() {
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_22();
}
return false;
}
bool sub_24() {
reg_tmp0 = uniforms.f[7];
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.yz);
if (uniforms.b[2]) {
sub_25();
} else {
sub_26();
}
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_27();
} else {
sub_28();
}
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_25() {
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;
{
sub_6();
}
return false;
}
bool sub_26() {
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_27() {
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_7();
}
return false;
}
bool sub_28() {
if (all(conditional_code)) {
sub_29();
} else {
sub_30();
}
return false;
}
bool sub_29() {
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_12();
}
return false;
}
bool sub_30() {
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_7() {
uint jmp_to = 211u;
while (true) {
switch (jmp_to) {
case 211u: {
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 = 227u; 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 = 227u; break; }
}
reg_tmp0.z = rcp_s(reg_tmp4.x);
reg_tmp0.xy = (mul_s(reg_tmp5, reg_tmp4)).xy;
}
case 227u: {
vs_out_attr1 = reg_tmp0;
}
default: return false;
}
}
return false;
}
bool sub_12() {
uint jmp_to = 228u;
while (true) {
switch (jmp_to) {
case 228u: {
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 = 303u; 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 = 265u; 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 = 303u; break; }
}
}
case 265u: {
conditional_code = greaterThan(reg_tmp5.zy, reg_tmp5.yx);
if (conditional_code.x) {
sub_13();
} else {
sub_18();
}
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 303u: {
vs_out_attr1 = reg_tmp0;
}
default: return false;
}
}
return false;
}
bool sub_13() {
if (conditional_code.y) {
sub_14();
} else {
sub_15();
}
reg_tmp8.w = (-reg_tmp8).w;
return false;
}
bool sub_14() {
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_15() {
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_16();
} else {
sub_17();
}
return false;
}
bool sub_16() {
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_17() {
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_18() {
if (conditional_code.y) {
sub_19();
} else {
sub_20();
}
return false;
}
bool sub_19() {
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_20() {
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_31() {
reg_tmp8.xy = (uniforms.f[93].xxxx).xy;
reg_tmp0.y = (uniforms.f[7].wwww).y;
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.xy);
reg_tmp9.xyz = (uniforms.f[93].xxxx).xyz;
reg_tmp9.w = (uniforms.f[21].wwww).w;
if (conditional_code.y) {
sub_32();
}
if (uniforms.b[12]) {
sub_34();
}
if (uniforms.b[5]) {
sub_43();
}
conditional_code = equal(uniforms.f[93].xx, reg_tmp8.xy);
if (all(conditional_code)) {
sub_45();
}
reg_tmp1.xy = (uniforms.f[24].wwww).xy;
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp1.xy);
if (all(conditional_code)) {
sub_46();
}
vs_out_attr3 = max(uniforms.f[93].xxxx, reg_tmp9);
return false;
}
bool sub_32() {
reg_tmp0 = mul_s(uniforms.f[7].wwww, vs_in_reg3);
if (uniforms.b[7]) {
sub_33();
}
reg_tmp9.xyz = (mul_s(uniforms.f[20].wwww, reg_tmp0.xyzz)).xyz;
reg_tmp8.x = (uniforms.f[93].yyyy).x;
return false;
}
bool sub_33() {
reg_tmp9.w = (mul_s(reg_tmp9.wwww, reg_tmp0.wwww)).w;
return false;
}
bool sub_45() {
reg_tmp9 = uniforms.f[21];
return false;
}
bool sub_46() {
reg_tmp9.w = (mul_s(uniforms.f[24].wwww, reg_tmp9.wwww)).w;
return false;
}
bool sub_34() {
reg_tmp1 = uniforms.f[20];
reg_tmp2 = uniforms.f[21];
reg_tmp3 = uniforms.f[93].xxxx;
address_registers.z = int(uniforms.i[0].y);
for (uint loop328 = 0u; loop328 <= uniforms.i[0].x; address_registers.z += int(uniforms.i[0].z), ++loop328) {
sub_35();
}
reg_tmp8.x = (uniforms.f[93].yyyy).x;
return false;
}
bool sub_35() {
address_registers.x = (ivec2(reg_tmp3.xy)).x;
reg_tmp4.x = (uniforms.f[81 + address_registers.x].wwww).x;
reg_tmp4.y = (uniforms.f[83 + address_registers.x].wwww).y;
conditional_code = equal(uniforms.f[93].xy, reg_tmp4.xy);
if (conditional_code.x) {
sub_36();
} else {
sub_37();
}
conditional_code.x = uniforms.f[93].xxxx.x == reg_tmp6.xyyy.x;
conditional_code.y = uniforms.f[93].xxxx.y < reg_tmp6.xyyy.y;
if (conditional_code.y) {
sub_42();
}
reg_tmp3 = -uniforms.f[95].wwww + reg_tmp3;
return false;
}
bool sub_36() {
reg_tmp6.x = dot_3(uniforms.f[81 + address_registers.x].xyz, reg_tmp14.xyz);
reg_tmp6.y = (uniforms.f[93].yyyy).y;
return false;
}
bool sub_37() {
reg_tmp4 = uniforms.f[81 + address_registers.x] + -reg_tmp15;
reg_tmp6.y = (uniforms.f[93].yyyy).y;
if (conditional_code.y) {
sub_38();
}
reg_tmp5 = uniforms.f[82 + address_registers.x];
conditional_code = equal(uniforms.f[93].yy, reg_tmp5.ww);
reg_tmp4.w = dot_3(reg_tmp4.xyz, reg_tmp4.xyz);
reg_tmp4.w = rsq_s(reg_tmp4.w);
reg_tmp4 = mul_s(reg_tmp4, reg_tmp4.wwww);
if (conditional_code.x) {
sub_39();
}
reg_tmp6.x = dot_3(reg_tmp14.xyz, reg_tmp4.xyz);
return false;
}
bool sub_38() {
reg_tmp5.x = (uniforms.f[93].yyyy).x;
reg_tmp5.z = dot_3(reg_tmp4.xyz, reg_tmp4.xyz);
reg_tmp5.y = (mul_s(reg_tmp5.zzzz, reg_tmp5.zzzz)).y;
reg_tmp6.y = dot_3(uniforms.f[83 + address_registers.x].xyz, reg_tmp5.xyz);
reg_tmp6.y = rcp_s(reg_tmp6.y);
return false;
}
bool sub_39() {
reg_tmp5.x = dot_3(uniforms.f[82 + address_registers.x].xyz, -reg_tmp4.xyz);
reg_tmp5.y = (vec4(lessThan(reg_tmp5.xxxx, uniforms.f[84 + address_registers.x].yyyy))).y;
conditional_code = equal(uniforms.f[93].yy, reg_tmp5.xy);
if (conditional_code.y) {
sub_40();
} else {
sub_41();
}
reg_tmp6.y = (mul_s(reg_tmp6.yyyy, reg_tmp5.xxxx)).y;
return false;
}
bool sub_40() {
reg_tmp5.x = (uniforms.f[93].xxxx).x;
return false;
}
bool sub_41() {
reg_tmp5.y = log2(reg_tmp5.x);
reg_tmp5.y = (mul_s(uniforms.f[84 + address_registers.x].xxxx, reg_tmp5.yyyy)).y;
reg_tmp5.x = exp2(reg_tmp5.y);
return false;
}
bool sub_42() {
reg_tmp6.x = (max(uniforms.f[93].xxxx, reg_tmp6.xxxx)).x;
reg_tmp9.xyz = (fma_s(reg_tmp1.xyzz, uniforms.f[79 + address_registers.x].xyzz, reg_tmp9.xyzz)).xyz;
reg_tmp4 = mul_s(uniforms.f[80 + address_registers.x], reg_tmp2);
reg_tmp5.xyz = (mul_s(reg_tmp6.xxxx, reg_tmp4.xyzz)).xyz;
reg_tmp5.xyz = (mul_s(reg_tmp6.yyyy, reg_tmp5.xyzz)).xyz;
reg_tmp9.xyz = (reg_tmp9.xyzz + reg_tmp5.xyzz).xyz;
reg_tmp9.w = (reg_tmp9.wwww + reg_tmp4.wwww).w;
return false;
}
bool sub_43() {
reg_tmp1 = vec4(dot_3(uniforms.f[24].xyz, reg_tmp14.xyz));
reg_tmp2 = uniforms.f[24].wwww;
reg_tmp1 = fma_s(reg_tmp1, reg_tmp2, reg_tmp2);
reg_tmp3 = uniforms.f[22];
reg_tmp2 = uniforms.f[23] + -reg_tmp3;
reg_tmp4 = fma_s(reg_tmp2, reg_tmp1, reg_tmp3);
if (uniforms.b[6]) {
sub_44();
}
reg_tmp9.xyz = (fma_s(reg_tmp4, uniforms.f[21], reg_tmp9)).xyz;
reg_tmp8.x = (uniforms.f[93].yyyy).x;
return false;
}
bool sub_44() {
reg_tmp4 = mul_s(reg_tmp4, reg_tmp9.wwww);
return false;
}
bool sub_47() {
reg_tmp0.xy = (uniforms.f[10].xxxx).xy;
if (uniforms.b[9]) {
sub_48();
} else {
sub_54();
}
return false;
}
bool sub_48() {
{
sub_49();
}
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_54() {
conditional_code = equal(uniforms.f[95].xy, reg_tmp0.xy);
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
if (all(not(conditional_code))) {
sub_55();
} else {
sub_56();
}
vs_out_attr4 = reg_tmp3;
return false;
}
bool sub_55() {
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_56() {
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_57();
} else {
sub_59();
}
return false;
}
bool sub_57() {
{
sub_58();
}
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_59() {
{
sub_60();
}
reg_tmp3.x = dot_s(uniforms.f[11], reg_tmp6);
reg_tmp3.y = dot_s(uniforms.f[12], reg_tmp6);
return false;
}
bool sub_49() {
conditional_code = equal(uniforms.f[93].yz, reg_tmp0.xy);
if (all(not(conditional_code))) {
sub_50();
} else {
sub_51();
}
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
return false;
}
bool sub_50() {
reg_tmp6.xy = (mul_s(uniforms.f[8].xxxx, vs_in_reg4.xyyy)).xy;
return false;
}
bool sub_51() {
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_52();
} else {
sub_53();
}
return false;
}
bool sub_52() {
reg_tmp6.xy = (mul_s(uniforms.f[8].yyyy, vs_in_reg5.xyyy)).xy;
return false;
}
bool sub_53() {
reg_tmp6.xy = (mul_s(uniforms.f[8].zzzz, vs_in_reg6.xyyy)).xy;
return false;
}
bool sub_58() {
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_60() {
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_61() {
reg_tmp0.xy = (uniforms.f[10].yyyy).xy;
if (uniforms.b[10]) {
sub_62();
} else {
sub_63();
}
return false;
}
bool sub_62() {
{
sub_49();
}
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_63() {
if (uniforms.b[13]) {
sub_64();
} else {
sub_67();
}
return false;
}
bool sub_64() {
conditional_code = equal(uniforms.f[95].xy, reg_tmp0.xy);
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
if (all(not(conditional_code))) {
sub_65();
} else {
sub_66();
}
vs_out_attr5 = reg_tmp4;
return false;
}
bool sub_65() {
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_66() {
{
sub_60();
}
reg_tmp4.x = dot_s(uniforms.f[14], reg_tmp6);
reg_tmp4.y = dot_s(uniforms.f[15], reg_tmp6);
return false;
}
bool sub_67() {
vs_out_attr5 = uniforms.f[93].xxxx;
return false;
}
bool sub_68() {
reg_tmp0.xy = (uniforms.f[10].zzzz).xy;
if (uniforms.b[11]) {
sub_69();
} else {
sub_70();
}
return false;
}
bool sub_69() {
{
sub_49();
}
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_70() {
if (uniforms.b[14]) {
sub_71();
} else {
sub_72();
}
return false;
}
bool sub_71() {
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
reg_tmp5.zw = (reg_tmp6.zwww).zw;
{
sub_60();
}
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_72() {
vs_out_attr6 = uniforms.f[93].xxxx;
return false;
}
// reference: 199043ECD7D18079, 97C7D09A0E012F36
// shader: 8B30, 818A7154990A00EA
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * light_src[1].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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.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;
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: 011A59940D7AFB70, 818A7154990A00EA
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 818A7154990A00EA
// reference: B7E6BA00317CF586, 1E3294E5157FB1D3
// reference: 9C532DD8011115B6, 9E24545469247A33
// reference: F96FB1A95805FEE3, 1E3294E5157FB1D3
// reference: 8593EB748F9A79EC, 823B7E2A6B6AF579
// reference: C8F4F354D8D57A03, 5F23D6C2213EB579
// reference: C8F4F354A5E0C6DF, 5F23D6C2213EB579
// reference: C778612E4939BD42, B1F92D12103AE330
// reference: 46B6426A3785EFF4, FBD9B0139DD37159
// reference: 9016BACCD3458196, EB739DA5C235A2E0
// reference: 9016BACCBA3C8AF3, EB739DA5C235A2E0
// reference: C8F4F35449572DDC, 0D8F72C7A9FEDE79
// shader: 8B30, B52750DF640105F7
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;
depth /= gl_FragCoord.w;
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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 2A48D95A533BB495, B52750DF640105F7
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, B52750DF640105F7
// reference: C0A5D010D3458196, EB739DA5C235A2E0
// shader: 8B30, BE79C96A183B7C35
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;
depth /= gl_FragCoord.w;
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 = (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: D10032B0ABFBAE94, BE79C96A183B7C35
// program: BB79F4540B446C4B, 86F5543306698380, BE79C96A183B7C35
// shader: 8B30, B832D3EE84C391B9
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;
depth /= gl_FragCoord.w;
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 = (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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: FA52B27EE83C8BA1, B832D3EE84C391B9
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, B832D3EE84C391B9
// reference: DE9FB165D3458196, EB739DA5C235A2E0
// reference: C51451BB91DD1A80, 5F23D6C2213EB579
// shader: 8B30, 41F87530B065E295
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;
depth /= gl_FragCoord.w;
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;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += ((light_src[1].specular_0) + (light_src[1].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: 325BBA0ECB53C289, 41F87530B065E295
// program: 9E24545469247A33, 0D30074279C2FEED, 41F87530B065E295
// shader: 8B30, 296B29F3E16B598B
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;
depth /= gl_FragCoord.w;
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;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + (light_src[1].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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.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;
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: FFECCECFE36DC34C, 296B29F3E16B598B
// program: 9E24545469247A33, 0D30074279C2FEED, 296B29F3E16B598B
// reference: F20C6C20D7501F13, 296B29F3E16B598B
// reference: F20C6C20BE291476, 296B29F3E16B598B
// shader: 8B30, 6A1504927D85E5D9
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;
depth /= gl_FragCoord.w;
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;
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;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + (light_src[1].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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.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;
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: 7C4EDD1E2C4C3D5D, 6A1504927D85E5D9
// program: 9E24545469247A33, 0D30074279C2FEED, 6A1504927D85E5D9
// shader: 8B30, 3A42DC16B92CC078
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * light_src[1].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.rgb) + (texcolor0.rgb) - vec3(0.5), 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;
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: 293DD02FA95D5FB8, 3A42DC16B92CC078
// program: 9E24545469247A33, 0D30074279C2FEED, 3A42DC16B92CC078
// shader: 8B30, 0358666A558DE1A6
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;
depth /= gl_FragCoord.w;
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) * (rounded_primary_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;
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: F17006127BE989CC, 0358666A558DE1A6
// program: 9E24545469247A33, 0D30074279C2FEED, 0358666A558DE1A6
// shader: 8B30, 313FBF8CAB5E4F54
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * light_src[1].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.rgb) + (texcolor0.rgb) - vec3(0.5), 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: D9A784832F22C0C2, 313FBF8CAB5E4F54
// program: 9E24545469247A33, 0D30074279C2FEED, 313FBF8CAB5E4F54
// shader: 8B30, BB091D645E7A72C8
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * light_src[1].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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.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;
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: 756BCD492F794860, BB091D645E7A72C8
// program: 9E24545469247A33, 0D30074279C2FEED, BB091D645E7A72C8
// reference: E755D0DC2AB5272F, 1E3294E5157FB1D3
// shader: 8B30, B924F9DC35EE2EA1
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * light_src[1].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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.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;
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: 756BCD49C3CEA363, B924F9DC35EE2EA1
// program: 9E24545469247A33, 0D30074279C2FEED, B924F9DC35EE2EA1
// shader: 8B30, 0833CA63AFA6DF67
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;
depth /= gl_FragCoord.w;
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;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + (light_src[1].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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.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;
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: F20C6C20C3CEA363, 0833CA63AFA6DF67
// program: 9E24545469247A33, 0D30074279C2FEED, 0833CA63AFA6DF67
// shader: 8B30, 1D1F0CFA1F87A5A0
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;
depth /= gl_FragCoord.w;
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;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += ((light_src[1].specular_0) + (light_src[1].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: E755D0DCC602CC2C, 1D1F0CFA1F87A5A0
// program: 9E24545469247A33, 0D30074279C2FEED, 1D1F0CFA1F87A5A0
// shader: 8B30, 1A3CBACC9F06D6C8
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;
depth /= gl_FragCoord.w;
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 = byteround(clamp((texcolor0.rgb) * (texcolor0.aaa) + (texcolor1.rgb) * (vec3(1.0) - (texcolor0.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) * (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(min((last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(1.0)) * (texcolor1.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), 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: DEF6834CF60575C3, 1A3CBACC9F06D6C8
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 1A3CBACC9F06D6C8
// shader: 8B30, B4FEE0AF9D55DE9C
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;
depth /= gl_FragCoord.w;
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 = byteround(clamp((texcolor0.rgb) * (texcolor0.aaa) + (texcolor1.rgb) * (vec3(1.0) - (texcolor0.aaa)), vec3(0.0), vec3(1.0)));
float alpha_output_0 = (texcolor1.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) * (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(min((last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(1.0)) * (texcolor1.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), 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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 1A8249C2FCC8CF87, B4FEE0AF9D55DE9C
// program: 97C7D09A0E012F36, 0D30074279C2FEED, B4FEE0AF9D55DE9C
// shader: 8B30, 231A13109A54A058
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;
depth /= gl_FragCoord.w;
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;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + (light_src[1].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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.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;
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: 393867875B41538C, 231A13109A54A058
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 231A13109A54A058
// reference: 529BCD850D7AFB70, BB091D645E7A72C8
// program: 97C7D09A0E012F36, 0D30074279C2FEED, BB091D645E7A72C8
// reference: 756BCD49AAB7A806, B924F9DC35EE2EA1
// program: 97C7D09A0E012F36, 0D30074279C2FEED, B924F9DC35EE2EA1
// shader: 8B30, 6E86C14197E51CEA
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;
depth /= gl_FragCoord.w;
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;
vec3 color_output_1 = byteround(clamp((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;
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: C849C339CA690D5B, 6E86C14197E51CEA
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 6E86C14197E51CEA
// reference: 756BCD4946004305, BB091D645E7A72C8
// shader: 8B30, 454C992DFAC1BEB9
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;
depth /= gl_FragCoord.w;
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;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + (light_src[1].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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: C849C3393BE7F410, 454C992DFAC1BEB9
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 454C992DFAC1BEB9
// reference: 9B7567453BE7F410, 0833CA63AFA6DF67
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 0833CA63AFA6DF67
// reference: F20C6C203BE7F410, 0833CA63AFA6DF67
// shader: 8B30, F78DE37CD52B1257
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;
depth /= gl_FragCoord.w;
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;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += ((light_src[1].specular_0) + (light_src[1].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;
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 = byteround(clamp((const_color[1].a) * (last_tex_env_out.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;
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: BB880C787D6E2661, F78DE37CD52B1257
// program: 9E24545469247A33, 0D30074279C2FEED, F78DE37CD52B1257
// shader: 8B30, 67B4F31607BFAE6C
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;
depth /= gl_FragCoord.w;
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.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;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 002EEB7A29BA5CBE, 67B4F31607BFAE6C
// program: 9E24545469247A33, 0D30074279C2FEED, 67B4F31607BFAE6C
// shader: 8B30, 42071E8B98241D1A
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;
depth /= gl_FragCoord.w;
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;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + (light_src[1].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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (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;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: EFB9C3F5CC99CDBA, 42071E8B98241D1A
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 42071E8B98241D1A
// shader: 8B30, 788FC7E9D88A63DA
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;
depth /= gl_FragCoord.w;
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;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].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[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + (light_src[1].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((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((last_tex_env_out.rgb) * (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;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: C849C339B877D551, 788FC7E9D88A63DA
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 788FC7E9D88A63DA
// shader: 8B30, 344B16F0D5DC3429
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;
depth /= gl_FragCoord.w;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 35CA5681D6EA57C7, 344B16F0D5DC3429
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 344B16F0D5DC3429
// reference: 9B756745A5E0C6DF, 296B29F3E16B598B
// reference: 1537D67B3785EFF4, 6A1504927D85E5D9
// reference: 4044DB4AE227E7CD, 3A42DC16B92CC078
// reference: B0DE8FE6645878B7, 313FBF8CAB5E4F54
// reference: 1C12C62C6403F015, BB091D645E7A72C8
// reference: DE9FB165317CF586, 1E3294E5157FB1D3
// reference: 1C12C62C88B41B16, B924F9DC35EE2EA1
// reference: 9B75674588B41B16, 0833CA63AFA6DF67
// reference: DE9FB165DDCB1E85, 1D1F0CFA1F87A5A0
// reference: 907F88E5F60575C3, 1A3CBACC9F06D6C8
// reference: 540B426BFCC8CF87, B4FEE0AF9D55DE9C
// reference: 77B16C2E5B41538C, 231A13109A54A058
// reference: 3BE2C6E0E1CD1073, B924F9DC35EE2EA1
// reference: 86C0C890D1A0DFF2, 6E86C14197E51CEA
// reference: 3BE2C6E00D7AFB70, BB091D645E7A72C8
// reference: 86C0C890202E26B9, 454C992DFAC1BEB9
// reference: D5FC6CEC202E26B9, 0833CA63AFA6DF67
// reference: BC856789202E26B9, 0833CA63AFA6DF67
// reference: 9C780CB466A7F4C8, F78DE37CD52B1257
// reference: 27DEEBB640C357DB, 67B4F31607BFAE6C
// reference: 86C0C890A3BE07F8, 788FC7E9D88A63DA
// reference: 9695C5AA91DD1A80, 296B29F3E16B598B
// shader: 8B30, AED0D66E29C9B7B2
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((last_tex_env_out.rgb) * (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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 2F4C5E393C1C7ED7, AED0D66E29C9B7B2
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, AED0D66E29C9B7B2
// shader: 8B30, CB25D7B830863FBC
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;
depth /= gl_FragCoord.w;
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((last_tex_env_out.rgb) * (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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 100D76433C1C7ED7, CB25D7B830863FBC
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, CB25D7B830863FBC
// shader: 8B30, 75D61E94FA2FB10B
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;
depth /= gl_FragCoord.w;
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((last_tex_env_out.rgb) * (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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: DF9592BCBDE3686D, 75D61E94FA2FB10B
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 75D61E94FA2FB10B
// reference: D81CCE03F8A411E5, 296B29F3E16B598B
// reference: B165C5668A14C829, 296B29F3E16B598B
// shader: 8B30, E7E245DA2E4E6959
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((last_tex_env_out.rgb) * (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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: E0D4BAC6BDE3686D, E7E245DA2E4E6959
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, E7E245DA2E4E6959
// reference: B165C566F8A411E5, 296B29F3E16B598B
// shader: 8B30, 63EEC0E348B83CC5
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;
depth /= gl_FragCoord.w;
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: 163312318CAACD2F, 63EEC0E348B83CC5
// program: 9E24545469247A33, 0D30074279C2FEED, 63EEC0E348B83CC5
// shader: 8B30, 9A2707345470791F
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;
depth /= gl_FragCoord.w;
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;
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.rgb) + (texcolor0.rgb) - vec3(0.5), 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;
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: 8A32D979168D076D, 9A2707345470791F
// program: 9E24545469247A33, 0D30074279C2FEED, 9A2707345470791F
// reference: 8A32D9797FF40C08, 9A2707345470791F
// shader: 8B30, 3C65193BB6627826
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;
depth /= gl_FragCoord.w;
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 = byteround(clamp((texcolor1.rgb) * (const_color[0].rgb) + (texcolor0.rgb) * (vec3(1.0) - (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;
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: E3E638F3B64DF851, 3C65193BB6627826
// program: 9E24545469247A33, 0D30074279C2FEED, 3C65193BB6627826
// reference: E34BD21C643DDEA1, 9A2707345470791F
// shader: 8B30, 4456286C2B5DC9A3
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;
depth /= gl_FragCoord.w;
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;
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.rgb) + (texcolor0.rgb) - vec3(0.5), 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: 7AA88DD5F98B9372, 4456286C2B5DC9A3
// program: 9E24545469247A33, 0D30074279C2FEED, 4456286C2B5DC9A3
// shader: 8B30, 993B1D7ED2E3164F
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(half_vector)), 0.0))) * 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.rgb) + (texcolor0.rgb) - vec3(0.5), 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: FDCF2CBC260DD43B, 993B1D7ED2E3164F
// program: 9E24545469247A33, 0D30074279C2FEED, 993B1D7ED2E3164F
// shader: 8B30, 809971101D371D53
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;
depth /= gl_FragCoord.w;
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;
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.rgb) + (texcolor0.rgb) - vec3(0.5), 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: FDCF2CBC153C7871, 809971101D371D53
// program: 9E24545469247A33, 0D30074279C2FEED, 809971101D371D53
// shader: 8B30, E8992D6C8E63D432
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;
depth /= gl_FragCoord.w;
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 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((texcolor1.rgb) * (texcolor1.aaa) + (texcolor2.rgb) * (vec3(1.0) - (texcolor1.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) * (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;
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: 1E9CCEB0313EE269, E8992D6C8E63D432
// program: 97C7D09A0E012F36, 0D30074279C2FEED, E8992D6C8E63D432
// shader: 8B31, 492AE31AF183EC9F
#define mul_s(x, y) (x * y)
#define fma_s(x, y, z) fma(x, y, z)
#define rcp_s(x) (1.0 / x)
#define rsq_s(x) inversesqrt(x)
#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 = 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_20();
bool sub_3();
bool sub_8();
bool sub_1();
bool sub_2();
bool sub_4();
bool sub_6();
bool sub_7();
bool sub_9();
bool sub_19();
bool sub_21();
bool sub_22();
bool sub_5();
bool sub_10();
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_23();
bool sub_24();
bool sub_25();
bool sub_26();
bool sub_27();
bool sub_28();
bool sub_29();
bool sub_30();
bool sub_31();
bool sub_33();
bool sub_32();
bool sub_34();
bool sub_0();
bool exec_shader() {
sub_0();
return true;
}
bool sub_20() {
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_3() {
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_8() {
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;
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_2();
} else {
sub_6();
}
vs_out_attr2 = -reg_tmp15;
reg_tmp0.x = dot_s(uniforms.f[86], reg_tmp15);
reg_tmp0.y = dot_s(uniforms.f[87], reg_tmp15);
reg_tmp0.z = dot_s(uniforms.f[88], reg_tmp15);
reg_tmp0.w = dot_s(uniforms.f[89], reg_tmp15);
reg_tmp1.x = (-reg_tmp0.wwww).x;
reg_tmp1.y = (mul_s(uniforms.f[95].zzzz, -reg_tmp0.wwww)).y;
conditional_code.x = reg_tmp0.xxxx.x > reg_tmp1.xyyy.x;
conditional_code.y = reg_tmp0.xxxx.y < reg_tmp1.xyyy.y;
if (all(conditional_code)) {
sub_22();
}
vs_out_attr0 = reg_tmp0;
return false;
}
bool sub_2() {
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_3();
}
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
{
sub_3();
}
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_3();
}
if (uniforms.b[8]) {
sub_4();
}
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_5();
}
return false;
}
bool sub_4() {
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_3();
}
return false;
}
bool sub_6() {
if (all(conditional_code)) {
sub_7();
} else {
sub_19();
}
return false;
}
bool sub_7() {
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_8();
}
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
{
sub_8();
}
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_8();
}
if (uniforms.b[8]) {
sub_9();
}
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_10();
}
return false;
}
bool sub_9() {
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_8();
}
return false;
}
bool sub_19() {
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_20();
}
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
{
sub_20();
}
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_20();
}
if (uniforms.b[8]) {
sub_21();
}
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_21() {
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_20();
}
return false;
}
bool sub_22() {
reg_tmp0.x = (-reg_tmp0.wwww).x;
return false;
}
bool sub_5() {
uint jmp_to = 145u;
while (true) {
switch (jmp_to) {
case 145u: {
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 = 161u; 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 = 161u; break; }
}
reg_tmp0.z = rcp_s(reg_tmp4.x);
reg_tmp0.xy = (mul_s(reg_tmp5, reg_tmp4)).xy;
}
case 161u: {
vs_out_attr1 = reg_tmp0;
}
default: return false;
}
}
return false;
}
bool sub_10() {
uint jmp_to = 162u;
while (true) {
switch (jmp_to) {
case 162u: {
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 = 237u; 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 = 199u; 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 = 237u; break; }
}
}
case 199u: {
conditional_code = greaterThan(reg_tmp5.zy, reg_tmp5.yx);
if (conditional_code.x) {
sub_11();
} else {
sub_16();
}
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 237u: {
vs_out_attr1 = reg_tmp0;
}
default: return false;
}
}
return false;
}
bool sub_11() {
if (conditional_code.y) {
sub_12();
} else {
sub_13();
}
reg_tmp8.w = (-reg_tmp8).w;
return false;
}
bool sub_12() {
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_13() {
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_14();
} else {
sub_15();
}
return false;
}
bool sub_14() {
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_15() {
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_16() {
if (conditional_code.y) {
sub_17();
} else {
sub_18();
}
return false;
}
bool sub_17() {
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_18() {
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_23() {
reg_tmp0.y = (uniforms.f[7].wwww).y;
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.xy);
reg_tmp9 = uniforms.f[21];
reg_tmp0 = mul_s(uniforms.f[7].wwww, vs_in_reg3);
if (conditional_code.y) {
sub_24();
}
vs_out_attr3 = max(uniforms.f[93].xxxx, reg_tmp9);
return false;
}
bool sub_24() {
if (uniforms.b[7]) {
sub_25();
}
reg_tmp9.xyz = (mul_s(uniforms.f[20].wwww, reg_tmp0.xyzz)).xyz;
reg_tmp8.x = (uniforms.f[93].yyyy).x;
return false;
}
bool sub_25() {
reg_tmp9.w = (mul_s(reg_tmp9.wwww, reg_tmp0.wwww)).w;
return false;
}
bool sub_26() {
reg_tmp0.xy = (uniforms.f[10].xxxx).xy;
if (uniforms.b[9]) {
sub_27();
} else {
sub_28();
}
return false;
}
bool sub_27() {
reg_tmp6.xy = (mul_s(uniforms.f[8].xxxx, vs_in_reg4.xyyy)).xy;
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
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_28() {
conditional_code = equal(uniforms.f[95].xy, reg_tmp0.xy);
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
if (all(not(conditional_code))) {
sub_29();
} else {
sub_30();
}
vs_out_attr4 = reg_tmp3;
return false;
}
bool sub_29() {
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_30() {
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_31();
} else {
sub_33();
}
return false;
}
bool sub_31() {
{
sub_32();
}
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_33() {
{
sub_34();
}
reg_tmp3.x = dot_s(uniforms.f[11], reg_tmp6);
reg_tmp3.y = dot_s(uniforms.f[12], reg_tmp6);
return false;
}
bool sub_32() {
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_34() {
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();
}
{
sub_23();
}
{
sub_26();
}
return true;
}
// reference: 714BDA70BF7C5571, 492AE31AF183EC9F
// 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, 7A1053116F727318
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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((primary_fragment_color.rgb) * (texcolor0.rgb) + (secondary_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) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((last_tex_env_out.a) * (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;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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: 6E46C9C294256EFF, 7A1053116F727318
// program: 492AE31AF183EC9F, D7255673101445A5, 7A1053116F727318
// shader: 8B31, 41FFEA621DD8433C
#define mul_s(x, y) (x * y)
#define fma_s(x, y, z) fma(x, y, z)
#define rcp_s(x) (1.0 / x)
#define rsq_s(x) inversesqrt(x)
#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_30();
bool sub_31();
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_34();
bool sub_35();
bool sub_36();
bool sub_42();
bool sub_43();
bool sub_44();
bool sub_45();
bool sub_47();
bool sub_37();
bool sub_38();
bool sub_39();
bool sub_40();
bool sub_41();
bool sub_46();
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_0();
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_24();
}
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;
reg_tmp0.x = dot_s(uniforms.f[86], reg_tmp15);
reg_tmp0.y = dot_s(uniforms.f[87], reg_tmp15);
reg_tmp0.z = dot_s(uniforms.f[88], reg_tmp15);
reg_tmp0.w = dot_s(uniforms.f[89], reg_tmp15);
reg_tmp1.x = (-reg_tmp0.wwww).x;
reg_tmp1.y = (mul_s(uniforms.f[95].zzzz, -reg_tmp0.wwww)).y;
conditional_code.x = reg_tmp0.xxxx.x > reg_tmp1.xyyy.x;
conditional_code.y = reg_tmp0.xxxx.y < reg_tmp1.xyyy.y;
if (all(conditional_code)) {
sub_23();
}
vs_out_attr0 = reg_tmp0;
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.x = (-reg_tmp0.wwww).x;
return false;
}
bool sub_24() {
reg_tmp0 = uniforms.f[7];
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.yz);
if (uniforms.b[2]) {
sub_25();
} else {
sub_26();
}
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_27();
} else {
sub_28();
}
vs_out_attr2 = -reg_tmp15;
reg_tmp0.x = dot_s(uniforms.f[86], reg_tmp15);
reg_tmp0.y = dot_s(uniforms.f[87], reg_tmp15);
reg_tmp0.z = dot_s(uniforms.f[88], reg_tmp15);
reg_tmp0.w = dot_s(uniforms.f[89], reg_tmp15);
reg_tmp1.x = (-reg_tmp0.wwww).x;
reg_tmp1.y = (mul_s(uniforms.f[95].zzzz, -reg_tmp0.wwww)).y;
conditional_code.x = reg_tmp0.xxxx.x > reg_tmp1.xyyy.x;
conditional_code.y = reg_tmp0.xxxx.y < reg_tmp1.xyyy.y;
if (all(conditional_code)) {
sub_31();
}
vs_out_attr0 = reg_tmp0;
return false;
}
bool sub_25() {
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_26() {
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_27() {
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_28() {
if (all(conditional_code)) {
sub_29();
} else {
sub_30();
}
return false;
}
bool sub_29() {
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_30() {
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_31() {
reg_tmp0.x = (-reg_tmp0.wwww).x;
return false;
}
bool sub_6() {
uint jmp_to = 214u;
while (true) {
switch (jmp_to) {
case 214u: {
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 = 230u; 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 = 230u; break; }
}
reg_tmp0.z = rcp_s(reg_tmp4.x);
reg_tmp0.xy = (mul_s(reg_tmp5, reg_tmp4)).xy;
}
case 230u: {
vs_out_attr1 = reg_tmp0;
}
default: return false;
}
}
return false;
}
bool sub_11() {
uint jmp_to = 231u;
while (true) {
switch (jmp_to) {
case 231u: {
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 = 306u; 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 = 268u; 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 = 306u; break; }
}
}
case 268u: {
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 306u: {
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.y = (uniforms.f[7].wwww).y;
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.xy);
reg_tmp9 = uniforms.f[21];
reg_tmp0 = mul_s(uniforms.f[7].wwww, vs_in_reg3);
if (conditional_code.y) {
sub_33();
}
vs_out_attr3 = max(uniforms.f[93].xxxx, reg_tmp9);
return false;
}
bool sub_33() {
if (uniforms.b[7]) {
sub_34();
}
reg_tmp9.xyz = (mul_s(uniforms.f[20].wwww, reg_tmp0.xyzz)).xyz;
reg_tmp8.x = (uniforms.f[93].yyyy).x;
return false;
}
bool sub_34() {
reg_tmp9.w = (mul_s(reg_tmp9.wwww, reg_tmp0.wwww)).w;
return false;
}
bool sub_35() {
reg_tmp0.xy = (uniforms.f[10].xxxx).xy;
if (uniforms.b[9]) {
sub_36();
} else {
sub_42();
}
return false;
}
bool sub_36() {
{
sub_37();
}
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_42() {
conditional_code = equal(uniforms.f[95].xy, reg_tmp0.xy);
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
if (all(not(conditional_code))) {
sub_43();
} else {
sub_44();
}
vs_out_attr4 = reg_tmp3;
return false;
}
bool sub_43() {
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_44() {
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_45();
} else {
sub_47();
}
return false;
}
bool sub_45() {
{
sub_46();
}
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_47() {
{
sub_48();
}
reg_tmp3.x = dot_s(uniforms.f[11], reg_tmp6);
reg_tmp3.y = dot_s(uniforms.f[12], reg_tmp6);
return false;
}
bool sub_37() {
conditional_code = equal(uniforms.f[93].yz, reg_tmp0.xy);
if (all(not(conditional_code))) {
sub_38();
} else {
sub_39();
}
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
return false;
}
bool sub_38() {
reg_tmp6.xy = (mul_s(uniforms.f[8].xxxx, vs_in_reg4.xyyy)).xy;
return false;
}
bool sub_39() {
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_40();
} else {
sub_41();
}
return false;
}
bool sub_40() {
reg_tmp6.xy = (mul_s(uniforms.f[8].yyyy, vs_in_reg5.xyyy)).xy;
return false;
}
bool sub_41() {
reg_tmp6.xy = (mul_s(uniforms.f[8].zzzz, vs_in_reg6.xyyy)).xy;
return false;
}
bool sub_46() {
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_48() {
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_49() {
reg_tmp0.xy = (uniforms.f[10].yyyy).xy;
if (uniforms.b[10]) {
sub_50();
} else {
sub_51();
}
return false;
}
bool sub_50() {
{
sub_37();
}
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_51() {
if (uniforms.b[13]) {
sub_52();
} else {
sub_55();
}
return false;
}
bool sub_52() {
conditional_code = equal(uniforms.f[95].xy, reg_tmp0.xy);
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
if (all(not(conditional_code))) {
sub_53();
} else {
sub_54();
}
vs_out_attr5 = reg_tmp4;
return false;
}
bool sub_53() {
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_54() {
{
sub_48();
}
reg_tmp4.x = dot_s(uniforms.f[14], reg_tmp6);
reg_tmp4.y = dot_s(uniforms.f[15], reg_tmp6);
return false;
}
bool sub_55() {
vs_out_attr5 = uniforms.f[93].xxxx;
return false;
}
bool sub_0() {
{
sub_1();
}
{
sub_32();
}
{
sub_35();
}
{
sub_49();
}
return true;
}
// reference: 81CD6226CB2998B1, 41FFEA621DD8433C
// shader: 8B30, 265FD0D34C1646E7
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;
depth /= gl_FragCoord.w;
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 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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.rgb) * (texcolor0.aaa) + (texcolor1.rgb) * (vec3(1.0) - (texcolor0.aaa)), 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) * (primary_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;
vec3 color_output_2 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor0.aaa) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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: DC0FF531E4B64162, 265FD0D34C1646E7
// program: 41FFEA621DD8433C, 8D88DA9FC6C2B5D9, 265FD0D34C1646E7
// shader: 8B30, C67DA125E8BB5F4B
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;
depth /= gl_FragCoord.w;
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 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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((texcolor1.rgb) * (secondary_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) * (primary_fragment_color.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(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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: 2A8F348EAEE1B4D8, C67DA125E8BB5F4B
// program: 41FFEA621DD8433C, 8D88DA9FC6C2B5D9, C67DA125E8BB5F4B
// reference: 20CFC26BDF5FD68A, 7A1053116F727318
// shader: 8B31, 3904A6F1723220CA
#define mul_s(x, y) (x * y)
#define fma_s(x, y, z) fma(x, y, z)
#define rcp_s(x) (1.0 / x)
#define rsq_s(x) inversesqrt(x)
#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_30();
bool sub_31();
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_34();
bool sub_35();
bool sub_36();
bool sub_42();
bool sub_43();
bool sub_44();
bool sub_45();
bool sub_47();
bool sub_37();
bool sub_38();
bool sub_39();
bool sub_40();
bool sub_41();
bool sub_46();
bool sub_48();
bool sub_0();
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_24();
}
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;
reg_tmp0.x = dot_s(uniforms.f[86], reg_tmp15);
reg_tmp0.y = dot_s(uniforms.f[87], reg_tmp15);
reg_tmp0.z = dot_s(uniforms.f[88], reg_tmp15);
reg_tmp0.w = dot_s(uniforms.f[89], reg_tmp15);
reg_tmp1.x = (-reg_tmp0.wwww).x;
reg_tmp1.y = (mul_s(uniforms.f[95].zzzz, -reg_tmp0.wwww)).y;
conditional_code.x = reg_tmp0.xxxx.x > reg_tmp1.xyyy.x;
conditional_code.y = reg_tmp0.xxxx.y < reg_tmp1.xyyy.y;
if (all(conditional_code)) {
sub_23();
}
vs_out_attr0 = reg_tmp0;
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.x = (-reg_tmp0.wwww).x;
return false;
}
bool sub_24() {
reg_tmp0 = uniforms.f[7];
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.yz);
if (uniforms.b[2]) {
sub_25();
} else {
sub_26();
}
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_27();
} else {
sub_28();
}
vs_out_attr2 = -reg_tmp15;
reg_tmp0.x = dot_s(uniforms.f[86], reg_tmp15);
reg_tmp0.y = dot_s(uniforms.f[87], reg_tmp15);
reg_tmp0.z = dot_s(uniforms.f[88], reg_tmp15);
reg_tmp0.w = dot_s(uniforms.f[89], reg_tmp15);
reg_tmp1.x = (-reg_tmp0.wwww).x;
reg_tmp1.y = (mul_s(uniforms.f[95].zzzz, -reg_tmp0.wwww)).y;
conditional_code.x = reg_tmp0.xxxx.x > reg_tmp1.xyyy.x;
conditional_code.y = reg_tmp0.xxxx.y < reg_tmp1.xyyy.y;
if (all(conditional_code)) {
sub_31();
}
vs_out_attr0 = reg_tmp0;
return false;
}
bool sub_25() {
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_26() {
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_27() {
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_28() {
if (all(conditional_code)) {
sub_29();
} else {
sub_30();
}
return false;
}
bool sub_29() {
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_30() {
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_31() {
reg_tmp0.x = (-reg_tmp0.wwww).x;
return false;
}
bool sub_6() {
uint jmp_to = 214u;
while (true) {
switch (jmp_to) {
case 214u: {
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 = 230u; 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 = 230u; break; }
}
reg_tmp0.z = rcp_s(reg_tmp4.x);
reg_tmp0.xy = (mul_s(reg_tmp5, reg_tmp4)).xy;
}
case 230u: {
vs_out_attr1 = reg_tmp0;
}
default: return false;
}
}
return false;
}
bool sub_11() {
uint jmp_to = 231u;
while (true) {
switch (jmp_to) {
case 231u: {
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 = 306u; 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 = 268u; 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 = 306u; break; }
}
}
case 268u: {
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 306u: {
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.y = (uniforms.f[7].wwww).y;
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.xy);
reg_tmp9 = uniforms.f[21];
reg_tmp0 = mul_s(uniforms.f[7].wwww, vs_in_reg3);
if (conditional_code.y) {
sub_33();
}
vs_out_attr3 = max(uniforms.f[93].xxxx, reg_tmp9);
return false;
}
bool sub_33() {
if (uniforms.b[7]) {
sub_34();
}
reg_tmp9.xyz = (mul_s(uniforms.f[20].wwww, reg_tmp0.xyzz)).xyz;
reg_tmp8.x = (uniforms.f[93].yyyy).x;
return false;
}
bool sub_34() {
reg_tmp9.w = (mul_s(reg_tmp9.wwww, reg_tmp0.wwww)).w;
return false;
}
bool sub_35() {
reg_tmp0.xy = (uniforms.f[10].xxxx).xy;
if (uniforms.b[9]) {
sub_36();
} else {
sub_42();
}
return false;
}
bool sub_36() {
{
sub_37();
}
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_42() {
conditional_code = equal(uniforms.f[95].xy, reg_tmp0.xy);
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
if (all(not(conditional_code))) {
sub_43();
} else {
sub_44();
}
vs_out_attr4 = reg_tmp3;
return false;
}
bool sub_43() {
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_44() {
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_45();
} else {
sub_47();
}
return false;
}
bool sub_45() {
{
sub_46();
}
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_47() {
{
sub_48();
}
reg_tmp3.x = dot_s(uniforms.f[11], reg_tmp6);
reg_tmp3.y = dot_s(uniforms.f[12], reg_tmp6);
return false;
}
bool sub_37() {
conditional_code = equal(uniforms.f[93].yz, reg_tmp0.xy);
if (all(not(conditional_code))) {
sub_38();
} else {
sub_39();
}
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
return false;
}
bool sub_38() {
reg_tmp6.xy = (mul_s(uniforms.f[8].xxxx, vs_in_reg4.xyyy)).xy;
return false;
}
bool sub_39() {
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_40();
} else {
sub_41();
}
return false;
}
bool sub_40() {
reg_tmp6.xy = (mul_s(uniforms.f[8].yyyy, vs_in_reg5.xyyy)).xy;
return false;
}
bool sub_41() {
reg_tmp6.xy = (mul_s(uniforms.f[8].zzzz, vs_in_reg6.xyyy)).xy;
return false;
}
bool sub_46() {
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_48() {
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();
}
{
sub_32();
}
{
sub_35();
}
return true;
}
// reference: AB71D2AEA3EABFC4, 3904A6F1723220CA
// program: 3904A6F1723220CA, D7255673101445A5, 7A1053116F727318
// shader: 8B31, 001D4B9F53552A99
#define mul_s(x, y) (x * y)
#define fma_s(x, y, z) fma(x, y, z)
#define rcp_s(x) (1.0 / x)
#define rsq_s(x) inversesqrt(x)
#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;
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_4();
bool sub_6();
bool sub_7();
bool sub_17();
bool sub_18();
bool sub_5();
bool sub_8();
bool sub_9();
bool sub_10();
bool sub_11();
bool sub_12();
bool sub_13();
bool sub_14();
bool sub_15();
bool sub_16();
bool sub_19();
bool sub_20();
bool sub_21();
bool sub_0();
bool exec_shader() {
sub_0();
return true;
}
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;
reg_tmp0 = uniforms.f[7];
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.yz);
if (uniforms.b[2]) {
sub_2();
} else {
sub_3();
}
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_4();
} else {
sub_6();
}
vs_out_attr2 = -reg_tmp15;
reg_tmp0.x = dot_s(uniforms.f[86], reg_tmp15);
reg_tmp0.y = dot_s(uniforms.f[87], reg_tmp15);
reg_tmp0.z = dot_s(uniforms.f[88], reg_tmp15);
reg_tmp0.w = dot_s(uniforms.f[89], reg_tmp15);
reg_tmp1.x = (-reg_tmp0.wwww).x;
reg_tmp1.y = (mul_s(uniforms.f[95].zzzz, -reg_tmp0.wwww)).y;
conditional_code.x = reg_tmp0.xxxx.x > reg_tmp1.xyyy.x;
conditional_code.y = reg_tmp0.xxxx.y < reg_tmp1.xyyy.y;
if (all(conditional_code)) {
sub_18();
}
vs_out_attr0 = reg_tmp0;
return false;
}
bool sub_2() {
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_3() {
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_4() {
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_5();
}
return false;
}
bool sub_6() {
if (all(conditional_code)) {
sub_7();
} else {
sub_17();
}
return false;
}
bool sub_7() {
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_8();
}
return false;
}
bool sub_17() {
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_18() {
reg_tmp0.x = (-reg_tmp0.wwww).x;
return false;
}
bool sub_5() {
uint jmp_to = 79u;
while (true) {
switch (jmp_to) {
case 79u: {
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 = 95u; 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 = 95u; break; }
}
reg_tmp0.z = rcp_s(reg_tmp4.x);
reg_tmp0.xy = (mul_s(reg_tmp5, reg_tmp4)).xy;
}
case 95u: {
vs_out_attr1 = reg_tmp0;
}
default: return false;
}
}
return false;
}
bool sub_8() {
uint jmp_to = 96u;
while (true) {
switch (jmp_to) {
case 96u: {
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 = 171u; 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 = 133u; 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 = 171u; break; }
}
}
case 133u: {
conditional_code = greaterThan(reg_tmp5.zy, reg_tmp5.yx);
if (conditional_code.x) {
sub_9();
} else {
sub_14();
}
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 171u: {
vs_out_attr1 = reg_tmp0;
}
default: return false;
}
}
return false;
}
bool sub_9() {
if (conditional_code.y) {
sub_10();
} else {
sub_11();
}
reg_tmp8.w = (-reg_tmp8).w;
return false;
}
bool sub_10() {
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_11() {
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_12();
} else {
sub_13();
}
return false;
}
bool sub_12() {
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_13() {
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_14() {
if (conditional_code.y) {
sub_15();
} else {
sub_16();
}
return false;
}
bool sub_15() {
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_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;
reg_tmp8.w = (-reg_tmp8).w;
return false;
}
bool sub_19() {
reg_tmp0.y = (uniforms.f[7].wwww).y;
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.xy);
reg_tmp9 = uniforms.f[21];
reg_tmp0 = mul_s(uniforms.f[7].wwww, vs_in_reg3);
if (conditional_code.y) {
sub_20();
}
vs_out_attr3 = max(uniforms.f[93].xxxx, reg_tmp9);
return false;
}
bool sub_20() {
if (uniforms.b[7]) {
sub_21();
}
reg_tmp9.xyz = (mul_s(uniforms.f[20].wwww, reg_tmp0.xyzz)).xyz;
reg_tmp8.x = (uniforms.f[93].yyyy).x;
return false;
}
bool sub_21() {
reg_tmp9.w = (mul_s(reg_tmp9.wwww, reg_tmp0.wwww)).w;
return false;
}
bool sub_0() {
{
sub_1();
}
{
sub_19();
}
return true;
}
// reference: CBAA045E517A950B, 001D4B9F53552A99
// 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, 51DAA5A7FAA18C02
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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((primary_fragment_color.rgb) + (secondary_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 = byteround(clamp((last_tex_env_out.a) * (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;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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: A7AEBF6BB56EFB10, 51DAA5A7FAA18C02
// program: 001D4B9F53552A99, 8E9C0EB3868A00DF, 51DAA5A7FAA18C02
// shader: 8B31, C3B30B8F0E7C65E4
#define mul_s(x, y) (x * y)
#define fma_s(x, y, z) fma(x, y, z)
#define rcp_s(x) (1.0 / x)
#define rsq_s(x) inversesqrt(x)
#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 = 7) in vec4 vs_in_reg7;
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_1();
bool sub_2();
bool sub_3();
bool sub_4();
bool sub_6();
bool sub_7();
bool sub_17();
bool sub_18();
bool sub_5();
bool sub_8();
bool sub_9();
bool sub_10();
bool sub_11();
bool sub_12();
bool sub_13();
bool sub_14();
bool sub_15();
bool sub_16();
bool sub_19();
bool sub_20();
bool sub_21();
bool sub_22();
bool sub_23();
bool sub_24();
bool sub_25();
bool sub_26();
bool sub_27();
bool sub_29();
bool sub_28();
bool sub_30();
bool sub_0();
bool exec_shader() {
sub_0();
return true;
}
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;
reg_tmp0 = uniforms.f[7];
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.yz);
if (uniforms.b[2]) {
sub_2();
} else {
sub_3();
}
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_4();
} else {
sub_6();
}
vs_out_attr2 = -reg_tmp15;
reg_tmp0.x = dot_s(uniforms.f[86], reg_tmp15);
reg_tmp0.y = dot_s(uniforms.f[87], reg_tmp15);
reg_tmp0.z = dot_s(uniforms.f[88], reg_tmp15);
reg_tmp0.w = dot_s(uniforms.f[89], reg_tmp15);
reg_tmp1.x = (-reg_tmp0.wwww).x;
reg_tmp1.y = (mul_s(uniforms.f[95].zzzz, -reg_tmp0.wwww)).y;
conditional_code.x = reg_tmp0.xxxx.x > reg_tmp1.xyyy.x;
conditional_code.y = reg_tmp0.xxxx.y < reg_tmp1.xyyy.y;
if (all(conditional_code)) {
sub_18();
}
vs_out_attr0 = reg_tmp0;
return false;
}
bool sub_2() {
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_3() {
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_4() {
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_5();
}
return false;
}
bool sub_6() {
if (all(conditional_code)) {
sub_7();
} else {
sub_17();
}
return false;
}
bool sub_7() {
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_8();
}
return false;
}
bool sub_17() {
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_18() {
reg_tmp0.x = (-reg_tmp0.wwww).x;
return false;
}
bool sub_5() {
uint jmp_to = 79u;
while (true) {
switch (jmp_to) {
case 79u: {
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 = 95u; 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 = 95u; break; }
}
reg_tmp0.z = rcp_s(reg_tmp4.x);
reg_tmp0.xy = (mul_s(reg_tmp5, reg_tmp4)).xy;
}
case 95u: {
vs_out_attr1 = reg_tmp0;
}
default: return false;
}
}
return false;
}
bool sub_8() {
uint jmp_to = 96u;
while (true) {
switch (jmp_to) {
case 96u: {
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 = 171u; 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 = 133u; 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 = 171u; break; }
}
}
case 133u: {
conditional_code = greaterThan(reg_tmp5.zy, reg_tmp5.yx);
if (conditional_code.x) {
sub_9();
} else {
sub_14();
}
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 171u: {
vs_out_attr1 = reg_tmp0;
}
default: return false;
}
}
return false;
}
bool sub_9() {
if (conditional_code.y) {
sub_10();
} else {
sub_11();
}
reg_tmp8.w = (-reg_tmp8).w;
return false;
}
bool sub_10() {
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_11() {
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_12();
} else {
sub_13();
}
return false;
}
bool sub_12() {
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_13() {
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_14() {
if (conditional_code.y) {
sub_15();
} else {
sub_16();
}
return false;
}
bool sub_15() {
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_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;
reg_tmp8.w = (-reg_tmp8).w;
return false;
}
bool sub_19() {
reg_tmp0.y = (uniforms.f[7].wwww).y;
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.xy);
reg_tmp9 = uniforms.f[21];
reg_tmp0 = mul_s(uniforms.f[7].wwww, vs_in_reg3);
if (conditional_code.y) {
sub_20();
}
vs_out_attr3 = max(uniforms.f[93].xxxx, reg_tmp9);
return false;
}
bool sub_20() {
if (uniforms.b[7]) {
sub_21();
}
reg_tmp9.xyz = (mul_s(uniforms.f[20].wwww, reg_tmp0.xyzz)).xyz;
reg_tmp8.x = (uniforms.f[93].yyyy).x;
return false;
}
bool sub_21() {
reg_tmp9.w = (mul_s(reg_tmp9.wwww, reg_tmp0.wwww)).w;
return false;
}
bool sub_22() {
reg_tmp0.xy = (uniforms.f[10].xxxx).xy;
if (uniforms.b[9]) {
sub_23();
} else {
sub_24();
}
return false;
}
bool sub_23() {
reg_tmp6.xy = (mul_s(uniforms.f[8].xxxx, vs_in_reg4.xyyy)).xy;
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
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_24() {
conditional_code = equal(uniforms.f[95].xy, reg_tmp0.xy);
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
if (all(not(conditional_code))) {
sub_25();
} else {
sub_26();
}
vs_out_attr4 = reg_tmp3;
return false;
}
bool sub_25() {
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_26() {
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_27();
} else {
sub_29();
}
return false;
}
bool sub_27() {
{
sub_28();
}
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_29() {
{
sub_30();
}
reg_tmp3.x = dot_s(uniforms.f[11], reg_tmp6);
reg_tmp3.y = dot_s(uniforms.f[12], reg_tmp6);
return false;
}
bool sub_28() {
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_30() {
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();
}
{
sub_19();
}
{
sub_22();
}
return true;
}
// reference: 7966B3BDA02BC692, C3B30B8F0E7C65E4
// shader: 8B30, D5BD7E0D51EDF379
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;
depth /= gl_FragCoord.w;
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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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: EAFF56E4AD9D7E7B, D5BD7E0D51EDF379
// program: C3B30B8F0E7C65E4, D7255673101445A5, D5BD7E0D51EDF379
// shader: 8B30, 75D447D2945BEAD0
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;
depth /= gl_FragCoord.w;
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 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((const_color[0].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) * (primary_fragment_color.rgb) + (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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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: DC6FADC9C26D195E, 75D447D2945BEAD0
// program: 41FFEA621DD8433C, 8D88DA9FC6C2B5D9, 75D447D2945BEAD0
// shader: 8B30, 80C6E25EC8D13036
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;
depth /= gl_FragCoord.w;
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 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((const_color[0].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) * (primary_fragment_color.rgb) + (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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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: DC6FADC94C27E960, 80C6E25EC8D13036
// program: 41FFEA621DD8433C, 8D88DA9FC6C2B5D9, 80C6E25EC8D13036
// reference: 92E6A6608917A12B, 75D447D2945BEAD0
// shader: 8B30, F05265C9311CB5F7
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;
depth /= gl_FragCoord.w;
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 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((texcolor2.rgb) * (const_color[0].rgb) + (texcolor1.rgb) * (vec3(1.0) - (const_color[0].rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor2.a) * (const_color[0].a) + (texcolor1.a) * (1.0 - (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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (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) * (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((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((last_tex_env_out.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((last_tex_env_out.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, 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;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 14C88B22F357C2EC, F05265C9311CB5F7
// program: 9E24545469247A33, 0D30074279C2FEED, F05265C9311CB5F7
// shader: 8B30, 1C9E4DFDE7692E61
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;
depth /= gl_FragCoord.w;
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 = (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: EBB59683ACBF4FFF, 1C9E4DFDE7692E61
// program: BB79F4540B446C4B, 86F5543306698380, 1C9E4DFDE7692E61
// shader: 8B30, 6537D4C39DBF5C2E
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 = (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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: C5139A04E83C8BA1, 6537D4C39DBF5C2E
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 6537D4C39DBF5C2E
// shader: 8B30, 6A043502F69F8EDA
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 = (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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 0A8B7EFB69C39D1B, 6A043502F69F8EDA
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 6A043502F69F8EDA
// shader: 8B30, BFB50D05CDF1020D
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;
depth /= gl_FragCoord.w;
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 = (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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 35CA568169C39D1B, BFB50D05CDF1020D
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, BFB50D05CDF1020D
// reference: 13D186B0E24241DB, 4456286C2B5DC9A3
// reference: 94B627D96D776C4E, 993B1D7ED2E3164F
// reference: 94B627D90EF5AAD8, 809971101D371D53
// reference: 073FC2A794256EFF, 7A1053116F727318
// reference: 9286FE98AFCCF917, 265FD0D34C1646E7
// reference: 64063F27E59B0CAD, C67DA125E8BB5F4B
// reference: E927B4C2FE144365, 51DAA5A7FAA18C02
// reference: 92E6A660075D5115, 80C6E25EC8D13036
// reference: C4BBD2D00D44D5C4, 9A2707345470791F
// shader: 8B30, 2D806F36FCC3BB3E
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 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((texcolor2.rgb) * (const_color[0].rgb) + (texcolor1.rgb) * (vec3(1.0) - (const_color[0].rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor2.a) * (const_color[0].a) + (texcolor1.a) * (1.0 - (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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (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) * (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((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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 5E8604FF8167C9BA, 2D806F36FCC3BB3E
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 2D806F36FCC3BB3E
// shader: 8B30, E0FEEADB1D17BC2F
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 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((texcolor2.rgb) * (const_color[0].rgb) + (texcolor1.rgb) * (vec3(1.0) - (const_color[0].rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor2.a) * (const_color[0].a) + (texcolor1.a) * (1.0 - (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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (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) * (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((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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 911EE0000098DF00, E0FEEADB1D17BC2F
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, E0FEEADB1D17BC2F
// shader: 8B30, 42D7A20EB3172E2B
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;
depth /= gl_FragCoord.w;
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 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((texcolor2.rgb) * (const_color[0].rgb) + (texcolor1.rgb) * (vec3(1.0) - (const_color[0].rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor2.a) * (const_color[0].a) + (texcolor1.a) * (1.0 - (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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (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) * (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((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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 61C72C858167C9BA, 42D7A20EB3172E2B
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 42D7A20EB3172E2B
// shader: 8B30, 4DE443CFD837FCDF
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;
depth /= gl_FragCoord.w;
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 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((texcolor2.rgb) * (const_color[0].rgb) + (texcolor1.rgb) * (vec3(1.0) - (const_color[0].rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor2.a) * (const_color[0].a) + (texcolor1.a) * (1.0 - (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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (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) * (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((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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: AE5FC87A0098DF00, 4DE443CFD837FCDF
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 4DE443CFD837FCDF
// 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: D4F4BEF94D2020B6, 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: D4F4BEF9ADE6A77E, 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: 3A146E84CBA07E21, 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: D4F4BEF91254EF14, 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: D4F4BEF95606D6C7, DC12E218392F9BDB
// program: 0000000000000000, 0000000000000000, DC12E218392F9BDB
// reference: 3F1F25303C893303, 492AE31AF183EC9F
// shader: 8B30, FA394C6AF85AC1C0
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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((primary_fragment_color.rgb) * (texcolor0.rgb) + (secondary_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 = (last_tex_env_out.rgb);
float alpha_output_1 = byteround(clamp((last_tex_env_out.a) * (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;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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: B92C9DA231D8311F, FA394C6AF85AC1C0
// program: 492AE31AF183EC9F, D7255673101445A5, FA394C6AF85AC1C0
// shader: 8B31, B686AE1664311273
#define mul_s(x, y) (x * y)
#define fma_s(x, y, z) fma(x, y, z)
#define rcp_s(x) (1.0 / x)
#define rsq_s(x) inversesqrt(x)
#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_20();
bool sub_3();
bool sub_8();
bool sub_1();
bool sub_2();
bool sub_4();
bool sub_6();
bool sub_7();
bool sub_9();
bool sub_19();
bool sub_21();
bool sub_22();
bool sub_5();
bool sub_10();
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_23();
bool sub_24();
bool sub_25();
bool sub_0();
bool exec_shader() {
sub_0();
return true;
}
bool sub_20() {
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_3() {
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_8() {
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;
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_2();
} else {
sub_6();
}
vs_out_attr2 = -reg_tmp15;
reg_tmp0.x = dot_s(uniforms.f[86], reg_tmp15);
reg_tmp0.y = dot_s(uniforms.f[87], reg_tmp15);
reg_tmp0.z = dot_s(uniforms.f[88], reg_tmp15);
reg_tmp0.w = dot_s(uniforms.f[89], reg_tmp15);
reg_tmp1.x = (-reg_tmp0.wwww).x;
reg_tmp1.y = (mul_s(uniforms.f[95].zzzz, -reg_tmp0.wwww)).y;
conditional_code.x = reg_tmp0.xxxx.x > reg_tmp1.xyyy.x;
conditional_code.y = reg_tmp0.xxxx.y < reg_tmp1.xyyy.y;
if (all(conditional_code)) {
sub_22();
}
vs_out_attr0 = reg_tmp0;
return false;
}
bool sub_2() {
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_3();
}
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
{
sub_3();
}
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_3();
}
if (uniforms.b[8]) {
sub_4();
}
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_5();
}
return false;
}
bool sub_4() {
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_3();
}
return false;
}
bool sub_6() {
if (all(conditional_code)) {
sub_7();
} else {
sub_19();
}
return false;
}
bool sub_7() {
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_8();
}
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
{
sub_8();
}
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_8();
}
if (uniforms.b[8]) {
sub_9();
}
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_10();
}
return false;
}
bool sub_9() {
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_8();
}
return false;
}
bool sub_19() {
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_20();
}
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
{
sub_20();
}
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_20();
}
if (uniforms.b[8]) {
sub_21();
}
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_21() {
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_20();
}
return false;
}
bool sub_22() {
reg_tmp0.x = (-reg_tmp0.wwww).x;
return false;
}
bool sub_5() {
uint jmp_to = 145u;
while (true) {
switch (jmp_to) {
case 145u: {
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 = 161u; 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 = 161u; break; }
}
reg_tmp0.z = rcp_s(reg_tmp4.x);
reg_tmp0.xy = (mul_s(reg_tmp5, reg_tmp4)).xy;
}
case 161u: {
vs_out_attr1 = reg_tmp0;
}
default: return false;
}
}
return false;
}
bool sub_10() {
uint jmp_to = 162u;
while (true) {
switch (jmp_to) {
case 162u: {
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 = 237u; 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 = 199u; 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 = 237u; break; }
}
}
case 199u: {
conditional_code = greaterThan(reg_tmp5.zy, reg_tmp5.yx);
if (conditional_code.x) {
sub_11();
} else {
sub_16();
}
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 237u: {
vs_out_attr1 = reg_tmp0;
}
default: return false;
}
}
return false;
}
bool sub_11() {
if (conditional_code.y) {
sub_12();
} else {
sub_13();
}
reg_tmp8.w = (-reg_tmp8).w;
return false;
}
bool sub_12() {
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_13() {
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_14();
} else {
sub_15();
}
return false;
}
bool sub_14() {
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_15() {
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_16() {
if (conditional_code.y) {
sub_17();
} else {
sub_18();
}
return false;
}
bool sub_17() {
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_18() {
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_23() {
reg_tmp0.y = (uniforms.f[7].wwww).y;
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.xy);
reg_tmp9 = uniforms.f[21];
reg_tmp0 = mul_s(uniforms.f[7].wwww, vs_in_reg3);
if (conditional_code.y) {
sub_24();
}
vs_out_attr3 = max(uniforms.f[93].xxxx, reg_tmp9);
return false;
}
bool sub_24() {
if (uniforms.b[7]) {
sub_25();
}
reg_tmp9.xyz = (mul_s(uniforms.f[20].wwww, reg_tmp0.xyzz)).xyz;
reg_tmp8.x = (uniforms.f[93].yyyy).x;
return false;
}
bool sub_25() {
reg_tmp9.w = (mul_s(reg_tmp9.wwww, reg_tmp0.wwww)).w;
return false;
}
bool sub_0() {
{
sub_1();
}
{
sub_23();
}
return true;
}
// reference: C3876D934E2D06E8, B686AE1664311273
// shader: 8B30, 406123EE43A295C7
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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((primary_fragment_color.rgb) * (const_color[0].rgb) + (secondary_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 = (last_tex_env_out.rgb);
float alpha_output_1 = byteround(clamp((last_tex_env_out.a) * (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;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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: 72189605F4492057, 406123EE43A295C7
// program: B686AE1664311273, 8E9C0EB3868A00DF, 406123EE43A295C7
// shader: 8B30, F59AF90759787199
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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;
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (primary_fragment_color.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: 4DB2088AED03F4CA, F59AF90759787199
// program: C3B30B8F0E7C65E4, D7255673101445A5, F59AF90759787199
// shader: 8B30, 9AB9646D2D6EFC72
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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;
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (primary_fragment_color.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: 4DB2088A45E6261A, 9AB9646D2D6EFC72
// program: C3B30B8F0E7C65E4, D7255673101445A5, 9AB9646D2D6EFC72
// reference: 163312318D68A718, 63EEC0E348B83CC5
// reference: 8A32D979174F6D5A, 9A2707345470791F
// reference: E34BD21C65FFB496, 9A2707345470791F
// reference: E3E638F3B78F9266, 3C65193BB6627826
// reference: 13D186B0E3802BEC, 4456286C2B5DC9A3
// reference: 94B627D96CB50679, 993B1D7ED2E3164F
// reference: 94B627D90F37C0EF, 809971101D371D53
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 4456286C2B5DC9A3
// reference: 2FC15C0D801C7747, 1296E267F9208249
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 1296E267F9208249
// reference: 1E9CCEB030FC885E, E8992D6C8E63D432
// reference: 58BA1998E411AC7D, 63EEC0E348B83CC5
// reference: 14C88B22F295A8DB, F05265C9311CB5F7
// reference: 6ACF48EC4F94B41F, 1296E267F9208249
// reference: 6170782196A175B1, 63EEC0E348B83CC5
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 63EEC0E348B83CC5
// shader: 8B30, 35F5DF4B33544BD7
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((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;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: E1C12CB482B9F6D4, 35F5DF4B33544BD7
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 35F5DF4B33544BD7
// shader: 8B30, D4B24BB0BDA87987
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((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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 1BA2C01B0D9D3627, D4B24BB0BDA87987
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, D4B24BB0BDA87987
// shader: 8B30, 6821EE021C7DDBB7
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 = 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;
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((texcolor0.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (texcolor1.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: 1BA2C01BCFA1551E, 6821EE021C7DDBB7
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 6821EE021C7DDBB7
// shader: 8B30, 6A41829C7701F730
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((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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: D43A24E48C62209D, 6A41829C7701F730
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 6A41829C7701F730
// shader: 8B30, C1BF6430DBCF11AA
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((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;
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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 1BA2C01B4365BF3D, C1BF6430DBCF11AA
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, C1BF6430DBCF11AA
// shader: 8B30, 7F4CAD1C43A6EE5B
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((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;
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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: D43A24E4C29AA987, 7F4CAD1C43A6EE5B
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 7F4CAD1C43A6EE5B
// shader: 8B30, 0176758D4586799A
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;
depth /= gl_FragCoord.w;
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((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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 24E3E8610D9D3627, 0176758D4586799A
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 0176758D4586799A
// shader: 8B30, 31F0113379F8890C
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;
depth /= gl_FragCoord.w;
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 = 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;
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((texcolor0.rgb) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((texcolor0.a) * (texcolor1.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: 24E3E86181061DD3, 31F0113379F8890C
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 31F0113379F8890C
// shader: 8B30, 668ABD6C3D5E9F24
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;
depth /= gl_FragCoord.w;
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((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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: EB7B0C9E8C62209D, 668ABD6C3D5E9F24
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 668ABD6C3D5E9F24
// reference: 5D588D19DB882062, 4456286C2B5DC9A3
// reference: 58BA1998E5D3C64A, 63EEC0E348B83CC5
// reference: 24464345272FD54D, 1296E267F9208249
// reference: 7F4A19548CAACD2F, 63EEC0E348B83CC5
// reference: E34BD21C0D44D5C4, 9A2707345470791F
// reference: 250117C20B1D27E5, B9D5F69BEAF8CAAB
// reference: 03B643898F1BE512, 67B4F31607BFAE6C
// program: B9D5F69BEAF8CAAB, 86F5543306698380, 67B4F31607BFAE6C
// shader: 8B30, 1E704EF310377C2C
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((primary_fragment_color.rgb) + (secondary_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 = byteround(clamp((last_tex_env_out.a) * (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;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: F2430FC0BD63349D, 1E704EF310377C2C
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 1E704EF310377C2C
// shader: 8B30, E5662421211E4824
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((primary_fragment_color.rgb) + (secondary_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 = byteround(clamp((last_tex_env_out.a) * (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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 2B386E1F7AD03540, E5662421211E4824
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, E5662421211E4824
// shader: 8B30, EFFEE1148BE0FAFE
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 = byteround(clamp((primary_fragment_color.rgb) + (secondary_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 = byteround(clamp((last_tex_env_out.a) * (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;
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((texcolor0.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (texcolor1.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: 2B386E1FB8EC5679, EFFEE1148BE0FAFE
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, EFFEE1148BE0FAFE
// shader: 8B30, 829AECC059C6AE9A
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((primary_fragment_color.rgb) + (secondary_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 = byteround(clamp((last_tex_env_out.a) * (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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: E4A08AE0FB2F23FA, 829AECC059C6AE9A
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 829AECC059C6AE9A
// shader: 8B30, 74B59C655EA5F47A
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((primary_fragment_color.rgb) + (secondary_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 = byteround(clamp((last_tex_env_out.a) * (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;
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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 2B386E1F3428BC5A, 74B59C655EA5F47A
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 74B59C655EA5F47A
// shader: 8B30, 70CFE60E267D12C4
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((primary_fragment_color.rgb) + (secondary_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 = byteround(clamp((last_tex_env_out.a) * (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;
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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: E4A08AE0B5D7AAE0, 70CFE60E267D12C4
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 70CFE60E267D12C4
// shader: 8B30, DED2F69D1F6EB417
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;
depth /= gl_FragCoord.w;
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((primary_fragment_color.rgb) + (secondary_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 = byteround(clamp((last_tex_env_out.a) * (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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 147946657AD03540, DED2F69D1F6EB417
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, DED2F69D1F6EB417
// shader: 8B30, 06217596A737EA5B
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;
depth /= gl_FragCoord.w;
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 = byteround(clamp((primary_fragment_color.rgb) + (secondary_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 = byteround(clamp((last_tex_env_out.a) * (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;
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((texcolor0.rgb) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((texcolor0.a) * (texcolor1.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: 14794665F64B1EB4, 06217596A737EA5B
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 06217596A737EA5B
// shader: 8B30, E01ADF8178AA4F87
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;
depth /= gl_FragCoord.w;
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((primary_fragment_color.rgb) + (secondary_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 = byteround(clamp((last_tex_env_out.a) * (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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: DBE1A29AFB2F23FA, E01ADF8178AA4F87
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, E01ADF8178AA4F87
// reference: 6E46C9C2FD5C659A, 7A1053116F727318
// shader: 8B30, 441F63DBCC1F6F4A
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;
depth /= gl_FragCoord.w;
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: F1700612A1852B99, 441F63DBCC1F6F4A
// program: 0000000000000000, 0000000000000000, 441F63DBCC1F6F4A
// shader: 8B30, CDE03EC95CBFEDD6
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;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 438C2C7639725EBB, CDE03EC95CBFEDD6
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, CDE03EC95CBFEDD6
// shader: 8B30, 12A9C0AB1A5F3D61
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: DFD60A95B6569E48, 12A9C0AB1A5F3D61
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 12A9C0AB1A5F3D61
// shader: 8B30, E34CD1F94AADB30E
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 = 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((texcolor0.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (texcolor1.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: DFD60A95746AFD71, E34CD1F94AADB30E
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, E34CD1F94AADB30E
// shader: 8B30, 152E1E40536DAED5
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 104EEE6A37A988F2, 152E1E40536DAED5
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 152E1E40536DAED5
// shader: 8B30, C47D019E91E12035
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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: DFD60A95F8AE1752, C47D019E91E12035
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, C47D019E91E12035
// shader: 8B30, C3FADF75ACCC8B41
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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 104EEE6A795101E8, C3FADF75ACCC8B41
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, C3FADF75ACCC8B41
// shader: 8B30, F494DFC8A30FA590
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;
depth /= gl_FragCoord.w;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: E09722EFB6569E48, F494DFC8A30FA590
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, F494DFC8A30FA590
// shader: 8B30, 7F896D12EF00F570
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;
depth /= gl_FragCoord.w;
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 = 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((texcolor0.rgb) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((texcolor0.a) * (texcolor1.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: E09722EF3ACDB5BC, 7F896D12EF00F570
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 7F896D12EF00F570
// shader: 8B30, 3E3D517F1DFC6CBC
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;
depth /= gl_FragCoord.w;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 2F0FC61037A988F2, 3E3D517F1DFC6CBC
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 3E3D517F1DFC6CBC
// reference: C4BBD2D07FF40C08, 9A2707345470791F
// reference: 24464345E662EE77, 67B4F31607BFAE6C
// reference: F1700612CF7504DE, 0358666A558DE1A6
// program: 0000000000000000, 0000000000000000, 0358666A558DE1A6
// shader: 8B30, 766DB1BF5796960B
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) * (rounded_primary_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;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 438C2C76578271FC, 766DB1BF5796960B
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 766DB1BF5796960B
// shader: 8B30, AF2C7A3B8BC33260
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) * (rounded_primary_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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: DFD60A95D8A6B10F, AF2C7A3B8BC33260
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, AF2C7A3B8BC33260
// shader: 8B30, 4B631CC640EEDB18
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 = byteround(clamp((texcolor0.rgb) * (rounded_primary_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;
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((texcolor0.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (texcolor1.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: DFD60A951A9AD236, 4B631CC640EEDB18
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 4B631CC640EEDB18
// shader: 8B30, A8ABA4D0C2F1A1D4
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) * (rounded_primary_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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 104EEE6A5959A7B5, A8ABA4D0C2F1A1D4
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, A8ABA4D0C2F1A1D4
// shader: 8B30, 79F8BB0EA43173BD
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) * (rounded_primary_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;
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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: DFD60A95965E3815, 79F8BB0EA43173BD
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 79F8BB0EA43173BD
// shader: 8B30, 7E7F65E5991CD8C9
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) * (rounded_primary_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;
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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 104EEE6A17A12EAF, 7E7F65E5991CD8C9
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 7E7F65E5991CD8C9
// shader: 8B30, F37169BC3E4F14CB
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;
depth /= gl_FragCoord.w;
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) * (rounded_primary_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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: E09722EFD8A6B10F, F37169BC3E4F14CB
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, F37169BC3E4F14CB
// shader: 8B30, 1F727367E44862B8
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;
depth /= gl_FragCoord.w;
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 = byteround(clamp((texcolor0.rgb) * (rounded_primary_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;
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((texcolor0.rgb) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((texcolor0.a) * (texcolor1.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: E09722EF543D9AFB, 1F727367E44862B8
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 1F727367E44862B8
// shader: 8B30, 39D8E70B80BCDDE7
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;
depth /= gl_FragCoord.w;
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) * (rounded_primary_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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 2F0FC6105959A7B5, 39D8E70B80BCDDE7
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 39D8E70B80BCDDE7
// reference: 8A32D979643DDEA1, 9A2707345470791F
// reference: ADC2D9B50D44D5C4, 9A2707345470791F
// shader: 8B30, 7CBA3E996FFE48D2
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;
depth /= gl_FragCoord.w;
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;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 938E123F1FFCF145, 7CBA3E996FFE48D2
// program: 9E24545469247A33, 0D30074279C2FEED, 7CBA3E996FFE48D2
// shader: 8B30, 8E65052F73E95E18
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;
depth /= gl_FragCoord.w;
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 = byteround(clamp((texcolor0.rgb) * (texcolor0.aaa) + (texcolor1.rgb) * (vec3(1.0) - (texcolor0.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;
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: AB088EFDB5B75CE5, 8E65052F73E95E18
// program: 9E24545469247A33, 0D30074279C2FEED, 8E65052F73E95E18
// shader: 8B30, B8AE6BC68B244DDA
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;
depth /= gl_FragCoord.w;
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;
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: DE35E75BA821BC1F, B8AE6BC68B244DDA
// program: 9E24545469247A33, 0D30074279C2FEED, B8AE6BC68B244DDA
// reference: 530529553CE607E4, 1296E267F9208249
// shader: 8B30, 373DFBFDC427BBD3
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;
depth /= gl_FragCoord.w;
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;
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: 0084BD443CE607E4, 373DFBFDC427BBD3
// program: 9E24545469247A33, 0D30074279C2FEED, 373DFBFDC427BBD3
// reference: 8DB4734A6D4C2889, 7CBA3E996FFE48D2
// shader: 8B30, CF19C68FE96922AF
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;
depth /= gl_FragCoord.w;
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;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: F1482997BAD3AF86, CF19C68FE96922AF
// program: 9E24545469247A33, 0D30074279C2FEED, CF19C68FE96922AF
// shader: 8B30, 550DF54135FEAF71
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;
depth /= gl_FragCoord.w;
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;
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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.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;
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: 85E5500E90A910B5, 550DF54135FEAF71
// program: 9E24545469247A33, 0D30074279C2FEED, 550DF54135FEAF71
// reference: 85E5500EF9D01BD0, 550DF54135FEAF71
// shader: 8B30, E300872CFDA3C617
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;
depth /= gl_FragCoord.w;
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 * 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;
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) * (texcolor0.aaa) + (texcolor1.rgb) * (vec3(1.0) - (texcolor0.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) * (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) + (secondary_fragment_color.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;
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: 8A69C27433E592AD, E300872CFDA3C617
// program: 9E24545469247A33, 0D30074279C2FEED, E300872CFDA3C617
// reference: 8A69C2745A9C99C8, E300872CFDA3C617
// shader: 8B30, 016A57E6B6DCC90D
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;
depth /= gl_FragCoord.w;
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;
if (int(last_tex_env_out.a * 255.0) < alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: B47E12F394BC8E30, 016A57E6B6DCC90D
// program: 9E24545469247A33, 0D30074279C2FEED, 016A57E6B6DCC90D
// shader: 8B30, A88898EC154D3A00
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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((texcolor0.rgb) * (texcolor0.rgb) + (secondary_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;
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: 72239FBC6C271C05, A88898EC154D3A00
// program: 97C7D09A0E012F36, 0D30074279C2FEED, A88898EC154D3A00
// shader: 8B30, A8F5FEF552AF725B
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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.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((last_tex_env_out.rgb) * (primary_fragment_color.rgb) + (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;
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;
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: 1F2ED6A1184EDE50, A8F5FEF552AF725B
// program: 97C7D09A0E012F36, 0D30074279C2FEED, A8F5FEF552AF725B
// shader: 8B30, FB4977BF0BA59641
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;
depth /= gl_FragCoord.w;
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;
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: 394EDCFDA2E1352B, FB4977BF0BA59641
// program: 97C7D09A0E012F36, 0D30074279C2FEED, FB4977BF0BA59641
// reference: 7C40C81C6D69F673, FB4977BF0BA59641
// shader: 8B30, 31E2A95A3BF1BEE0
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;
depth /= gl_FragCoord.w;
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;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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.rgb) * (primary_fragment_color.rgb) + (secondary_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) * (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;
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: 0CFB7A2E3339E88C, 31E2A95A3BF1BEE0
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 31E2A95A3BF1BEE0
// shader: 8B30, 9FF687120BD62E91
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;
depth /= gl_FragCoord.w;
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 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(view)), 0.0))) * light_src[0].specular_0) * geo_factor) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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((primary_fragment_color.rgb) * (texcolor0.rgb) + (secondary_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;
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: 48F37E763D8D3368, 9FF687120BD62E91
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 9FF687120BD62E91
// shader: 8B30, 1E6BBEA5AC31ADB6
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;
depth /= gl_FragCoord.w;
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;
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: E7FF86E236268ED0, 1E6BBEA5AC31ADB6
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 1E6BBEA5AC31ADB6
// shader: 8B30, B558D736FD71C05D
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;
depth /= gl_FragCoord.w;
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) * (rounded_primary_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;
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: A2F192037BE989CC, B558D736FD71C05D
// program: 97C7D09A0E012F36, 0D30074279C2FEED, B558D736FD71C05D
// shader: 8B30, 4BF7E6A2BB53D8EF
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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((texcolor0.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((last_tex_env_out.rgb) * (rounded_primary_color.rgb) + (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: 06BBB67A74FFCB44, 4BF7E6A2BB53D8EF
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 4BF7E6A2BB53D8EF
// shader: 8B30, 377BA4851963BD18
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(half_vector)), 0.0))) * 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((texcolor0.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((last_tex_env_out.rgb) * (rounded_primary_color.rgb) + (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: 4832BDD3D9BB24FC, 377BA4851963BD18
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 377BA4851963BD18
// reference: 51A7DD08184EDE50, A8F5FEF552AF725B
// shader: 8B30, 0234BFA7CE930A73
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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((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((last_tex_env_out.rgb) * (texcolor0.rgb) + (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;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (primary_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;
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: A78C3EC1EAD3C16D, 0234BFA7CE930A73
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 0234BFA7CE930A73
// shader: 8B30, 3910612DEE0B2FB7
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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((primary_fragment_color.rgb) * (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) * (texcolor0.rgb) + (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;
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;
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: 82A043037DF83D6F, 3910612DEE0B2FB7
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 3910612DEE0B2FB7
// shader: 8B30, 5B8AC7A2E4C75F41
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;
depth /= gl_FragCoord.w;
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((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) * (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: F35C4E14485BC1F6, 5B8AC7A2E4C75F41
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 5B8AC7A2E4C75F41
// shader: 8B30, 716DC3897D5ACC3B
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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(min((const_color[0].rgb) + (texcolor0.rgb), vec3(1.0)) * (rounded_primary_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) * (texcolor0.rgb) + (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: 458479C74953BEE4, 716DC3897D5ACC3B
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 716DC3897D5ACC3B
// reference: EC9C5B6B90A910B5, 550DF54135FEAF71
// shader: 8B30, F9E91900B5998B28
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;
depth /= gl_FragCoord.w;
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;
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 = byteround(clamp((const_color[1].a) * (last_tex_env_out.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;
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: CC6130563A9729C7, F9E91900B5998B28
// program: 9E24545469247A33, 0D30074279C2FEED, F9E91900B5998B28
// shader: 8B30, E60F2DAA3C1254F3
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;
depth /= gl_FragCoord.w;
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.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: 5037D798FDAB3CDE, E60F2DAA3C1254F3
// program: B9D5F69BEAF8CAAB, 86F5543306698380, E60F2DAA3C1254F3
// shader: 8B30, 6562A6B303FBEFF1
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;
depth /= gl_FragCoord.w;
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((texcolor0.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: 5037D7984282F602, 6562A6B303FBEFF1
// program: B9D5F69BEAF8CAAB, 86F5543306698380, 6562A6B303FBEFF1
// shader: 8B30, 94FA360D48480817
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;
depth /= gl_FragCoord.w;
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((texcolor0.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;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: A27C5E13A5326A67, 94FA360D48480817
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 94FA360D48480817
// shader: 8B30, 8AEBDFF9B374F233
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;
depth /= gl_FragCoord.w;
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((texcolor0.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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 3E2678F0BB3928C8, 8AEBDFF9B374F233
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 8AEBDFF9B374F233
// shader: 8B30, 1667BEEC366EB6AD
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;
depth /= gl_FragCoord.w;
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((texcolor0.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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: F1BE9C0F3AC63E72, 1667BEEC366EB6AD
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 1667BEEC366EB6AD
// shader: 8B30, E006DEA6B3CA860D
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;
depth /= gl_FragCoord.w;
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((texcolor0.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;
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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: F1BE9C0F743EB768, E006DEA6B3CA860D
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, E006DEA6B3CA860D
// reference: 938E123F7685FA20, 7CBA3E996FFE48D2
// reference: 8E868D87DA9165D3, B8AE6BC68B244DDA
// reference: 03B643894E56DE28, 1296E267F9208249
// reference: 5037D7984E56DE28, 373DFBFDC427BBD3
// reference: DD0719967685FA20, 7CBA3E996FFE48D2
// reference: A1FB434BC863764A, CF19C68FE96922AF
// reference: EC9C5B6BE219C979, 550DF54135FEAF71
// reference: E310C91141554B61, E300872CFDA3C617
// reference: 06BBB67AD9BB24FC, 377BA4851963BD18
// reference: CC2948AA1481360A, 3910612DEE0B2FB7
// reference: E905356883AACA08, 0234BFA7CE930A73
// reference: CB6C5BA78B60C21C, 550DF54135FEAF71
// reference: EB91309A215EFB6E, F9E91900B5998B28
// reference: 77C7D754E662EE77, E60F2DAA3C1254F3
// shader: 8B30, C105B3B4943CD9FD
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;
depth /= gl_FragCoord.w;
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) * (rounded_primary_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 = (last_tex_env_out.rgb);
float alpha_output_1 = byteround(clamp((last_tex_env_out.a) * (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;
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: 89D214DA93386690, C105B3B4943CD9FD
// program: 0000000000000000, 0000000000000000, C105B3B4943CD9FD
// shader: 8B30, 4324F6DBA93F30C2
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;
depth /= gl_FragCoord.w;
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((texcolor0.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;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 2FC15C0DFFBAEC96, 4324F6DBA93F30C2
// program: B9D5F69BEAF8CAAB, 86F5543306698380, 4324F6DBA93F30C2
// reference: A9768D4B5F5F85B5, 1E6BBEA5AC31ADB6
// reference: 77C7D754CB983E4E, FB4977BF0BA59641
// reference: B47E12F3FDC58555, 016A57E6B6DCC90D
// reference: A9768D4B36268ED0, 1E6BBEA5AC31ADB6
// reference: 77C7D754A2E1352B, FB4977BF0BA59641
// reference: 72239FBC4E24AF15, A88898EC154D3A00
// reference: 1F2ED6A13A4D6D40, A8F5FEF552AF725B
// reference: 394EDCFD80E2863B, FB4977BF0BA59641
// reference: 0CFB7A2E113A5B9C, 31E2A95A3BF1BEE0
// reference: 48F37E761F8E8078, 9FF687120BD62E91
// reference: E7FF86E214253DC0, 1E6BBEA5AC31ADB6
// reference: 06BBB67A56FC7854, 4BF7E6A2BB53D8EF
// reference: 06BBB67AFBB897EC, 377BA4851963BD18
// reference: E9053568A1A97918, 0234BFA7CE930A73
// reference: CC2948AA3682851A, 3910612DEE0B2FB7
// reference: 82A043035FFB8E7F, 3910612DEE0B2FB7
// reference: A78C3EC1C8D0727D, 0234BFA7CE930A73
// reference: 458479C76B500DF4, 716DC3897D5ACC3B
// shader: 8B30, 51A4377A79B1E636
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;
depth /= gl_FragCoord.w;
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 = (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 = byteround(clamp((rounded_primary_color.rgb) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 6608949DF637C90E, 51A4377A79B1E636
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 51A4377A79B1E636
// shader: 8B30, 6961CC30B7D3158E
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;
depth /= gl_FragCoord.w;
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 = (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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 35CA5681273B1401, 6961CC30B7D3158E
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 6961CC30B7D3158E
// reference: E5252DEE201FD9B6, 3904A6F1723220CA
// reference: 20CFC26BFD5C659A, 7A1053116F727318
// program: 41FFEA621DD8433C, 8D88DA9FC6C2B5D9, 7A1053116F727318
// program: 001D4B9F53552A99, 8E9C0EB3868A00DF, 7A1053116F727318
// reference: B516A6ACE06EAA4E, 75D447D2945BEAD0
// reference: FB9FAD05075D5115, 80C6E25EC8D13036
// reference: CF9005FB1DFD70B1, 0803E1FD60D3E38E
// shader: 8B30, FCB6823DECBE3599
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;
depth /= gl_FragCoord.w;
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;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (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;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (const_color[2].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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: 779E96CDAB6AF93E, FCB6823DECBE3599
// program: 2EB6BC7024CFC2C0, 8D88DA9FC6C2B5D9, FCB6823DECBE3599
// reference: C33D78E3043523EC, 7CBA3E996FFE48D2
// reference: CB6C5BA7DBD3A8C0, 550DF54135FEAF71
// reference: 85FEFB1E517A950B, 001D4B9F53552A99
// shader: 8B30, BE39E1312EAC916A
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;
depth /= gl_FragCoord.w;
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) * (secondary_fragment_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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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: 60161C1CF07FB6F7, BE39E1312EAC916A
// program: 001D4B9F53552A99, 8E9C0EB3868A00DF, BE39E1312EAC916A
// shader: 8B30, 915BFAF2367A95BA
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;
depth /= gl_FragCoord.w;
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.a) * (rounded_primary_color.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: F8F2FAC1C855DBC0, 915BFAF2367A95BA
// program: B9D5F69BEAF8CAAB, 86F5543306698380, 915BFAF2367A95BA
// reference: 53DA0335C8E8E1E7, 2EB6BC7024CFC2C0
// reference: 506E9601AB6AF93E, FCB6823DECBE3599
// reference: 6E46C9C2B626DDEF, 7A1053116F727318
// reference: FBFFF5FDAFCCF917, 265FD0D34C1646E7
// reference: 0D7F3442E59B0CAD, C67DA125E8BB5F4B
// reference: 805EBFA7FE144365, 51DAA5A7FAA18C02
// shader: 8B31, 6E807C7ADBC295C5
#define mul_s(x, y) (x * y)
#define fma_s(x, y, z) fma(x, y, z)
#define rcp_s(x) (1.0 / x)
#define rsq_s(x) inversesqrt(x)
#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;
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_1();
bool sub_0();
bool exec_shader() {
sub_0();
return true;
}
bool sub_1() {
reg_tmp13.xyz = (vs_in_reg0).xyz;
reg_tmp13.w = (uniforms.f[93].yyyy).w;
reg_tmp0.x = dot_s(uniforms.f[0], reg_tmp13);
reg_tmp0.y = dot_s(uniforms.f[1], reg_tmp13);
reg_tmp0.z = dot_s(uniforms.f[2], reg_tmp13);
reg_tmp0.w = (uniforms.f[93].yyyy).w;
vs_out_attr0.x = dot_s(uniforms.f[22], reg_tmp0);
vs_out_attr0.y = dot_s(uniforms.f[23], reg_tmp0);
vs_out_attr0.z = dot_s(uniforms.f[24], reg_tmp0);
vs_out_attr0.w = (uniforms.f[93].yyyy).w;
return false;
}
bool sub_0() {
{
sub_1();
}
vs_out_attr1 = vs_in_reg1;
vs_out_attr2 = uniforms.f[93].yyyy;
return true;
}
// reference: 0C98DD767332CE90, 6E807C7ADBC295C5
// shader: 8B30, 5779A24412A1FEDC
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;
depth /= gl_FragCoord.w;
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;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: EBB59683BEAA1363, 5779A24412A1FEDC
// program: 6E807C7ADBC295C5, 86F5543306698380, 5779A24412A1FEDC
// reference: 1EE79DA8C213F25B, FCB6823DECBE3599
// reference: 42CC2236F0C7A8E2, 6E807C7ADBC295C5
// reference: 6622B409C59F7581, 5779A24412A1FEDC
// shader: 8B30, 4F2B6C7E7B27320A
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;
depth /= gl_FragCoord.w;
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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: FA52B27EFA29D73D, 4F2B6C7E7B27320A
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 4F2B6C7E7B27320A
// shader: 8B30, 28EF97EE45EF1B16
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;
depth /= gl_FragCoord.w;
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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 35CA56817BD6C187, 28EF97EE45EF1B16
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 28EF97EE45EF1B16
// shader: 8B30, 442E2C92616D1065
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;
depth /= gl_FragCoord.w;
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 = (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;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 8DA624FCFA63A806, 442E2C92616D1065
// program: 6E807C7ADBC295C5, 86F5543306698380, 442E2C92616D1065
// program: 6E807C7ADBC295C5, 86F5543306698380, 0803E1FD60D3E38E
// reference: DC6FADC9E06EAA4E, 75D447D2945BEAD0
// reference: B47E12F31FFCF145, 7CBA3E996FFE48D2
// reference: E4CD782FE60C57FC, 016A57E6B6DCC90D
// reference: 506E960189694A2E, FCB6823DECBE3599
// reference: 28ABBFA08EE5CDF4, 5779A24412A1FEDC
// reference: AA447386E60C57FC, 016A57E6B6DCC90D
// reference: 69FDB621A2E1352B, FB4977BF0BA59641
// reference: B74CEC3E36268ED0, 1E6BBEA5AC31ADB6
// reference: CB6C5BA7F9D01BD0, 550DF54135FEAF71
// reference: 77C7D754C855DBC0, 915BFAF2367A95BA
// program: 0000000000000000, 0000000000000000, 915BFAF2367A95BA
// shader: 8B30, 7A3406B17FDE3783
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;
depth /= gl_FragCoord.w;
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((texcolor0.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;
if (int(last_tex_env_out.a * 255.0) < alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: F170061230332886, 7A3406B17FDE3783
// program: B9D5F69BEAF8CAAB, 86F5543306698380, 7A3406B17FDE3783
// shader: 8B30, B89B6FC06FDDA9B9
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;
depth /= gl_FragCoord.w;
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) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (rounded_primary_color.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: F1700612BEAA1363, B89B6FC06FDDA9B9
// program: B9D5F69BEAF8CAAB, 86F5543306698380, B89B6FC06FDDA9B9
// shader: 8B30, 65A5B63987D026B8
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;
depth /= gl_FragCoord.w;
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((texcolor0.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;
if (int(last_tex_env_out.a * 255.0) < alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 2FC15C0D74FA93E3, 65A5B63987D026B8
// program: B9D5F69BEAF8CAAB, 86F5543306698380, 65A5B63987D026B8
// reference: 37324CFD23DEA0E0, C3B30B8F0E7C65E4
// shader: 8B30, 392224B2D62F6A70
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;
depth /= gl_FragCoord.w;
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(view)), 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 = 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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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: C68D04821FD75C84, 392224B2D62F6A70
// program: C3B30B8F0E7C65E4, D7255673101445A5, 392224B2D62F6A70
// reference: 88040F2B76AE57E1, 392224B2D62F6A70
// reference: 0621BFCD63378CA7, 1C9E4DFDE7692E61
// shader: 8B30, 6EE612DB8AFEBEFA
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;
depth /= gl_FragCoord.w;
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 = (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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: FA52B27EA6C402BB, 6EE612DB8AFEBEFA
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 6EE612DB8AFEBEFA
// shader: 8B30, B7E76228035A613C
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;
depth /= gl_FragCoord.w;
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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (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;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (const_color[2].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].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((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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 2C3214B16AE59A8F, B7E76228035A613C
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, B7E76228035A613C
// shader: 8B30, DCC7B0DC0C6980FD
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;
depth /= gl_FragCoord.w;
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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (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;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (const_color[2].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].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((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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: E3AAF04EEB1A8C35, DCC7B0DC0C6980FD
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, DCC7B0DC0C6980FD
// reference: E17D044E261D3D3D, 392224B2D62F6A70
// shader: 8B30, 0162805E45F62CB6
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;
depth /= gl_FragCoord.w;
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 = (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: 3504CC9C7123D773, 0162805E45F62CB6
// program: B9D5F69BEAF8CAAB, 86F5543306698380, 0162805E45F62CB6
// shader: 8B30, E6B10BF23A8C5931
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;
depth /= gl_FragCoord.w;
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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 65902665AD569B52, E6B10BF23A8C5931
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, E6B10BF23A8C5931
// shader: 8B30, 2C08B6BD983447F1
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;
depth /= gl_FragCoord.w;
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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: DAD28DF66AE59A8F, 2C08B6BD983447F1
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 2C08B6BD983447F1
// shader: 8B30, E6A1380A26C78EDD
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;
depth /= gl_FragCoord.w;
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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 154A6909EB1A8C35, E6A1380A26C78EDD
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, E6A1380A26C78EDD
// shader: 8B30, 676E44458D396871
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;
depth /= gl_FragCoord.w;
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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (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;
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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: DAD28DF6241D1395, 676E44458D396871
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 676E44458D396871
// shader: 8B30, 149FB3BDC2BA27B4
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;
depth /= gl_FragCoord.w;
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) * (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;
if (int(last_tex_env_out.a * 255.0) < alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 2FC15C0D988B6E1F, 149FB3BDC2BA27B4
// program: B9D5F69BEAF8CAAB, 86F5543306698380, 149FB3BDC2BA27B4
// reference: B47E12F3C40FE4EC, 016A57E6B6DCC90D
// reference: ECDF752ECFF53201, 4324F6DBA93F30C2
// program: 6E807C7ADBC295C5, 86F5543306698380, 4324F6DBA93F30C2
// reference: 779E96CDE010414B, FCB6823DECBE3599
// reference: CB2F75E2A68C3964, 4324F6DBA93F30C2
// reference: 0F5BBF6CE79CC691, 5779A24412A1FEDC
// shader: 8B30, 546C74A431B2122D
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;
depth /= gl_FragCoord.w;
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((texcolor0.a) * (rounded_primary_color.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: 2FC15C0DBEAA1363, 546C74A431B2122D
// program: B9D5F69BEAF8CAAB, 86F5543306698380, 546C74A431B2122D
// shader: 8B30, 815B9A56733A8CD7
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);
}
float ProcTexLookupLUT(int offset, float coord) {
coord *= 128.0;
float index_i = clamp(floor(coord), 0.0, 127.0);
float index_f = coord - index_i; // fract() cannot be used here because 128.0 needs to be
// extracted as index_i = 127.0 and index_f = 1.0
vec2 entry = texelFetch(texture_buffer_lut_rg, int(index_i) + offset).rg;
return clamp(entry.r + entry.g * index_f, 0.0, 1.0);
}
vec4 SampleProcTexColor(float lut_coord, int level) {
int lut_width = 128 >> level;
int lut_offsets[8] = int[](0, 128, 192, 224, 0xF0, 0xF8, 0xFC, 0xFE);
int lut_offset = lut_offsets[level];
lut_coord *= float(lut_width - 1);
lut_coord += float(lut_offset);
return texelFetch(texture_buffer_lut_rgba, int(round(lut_coord)) + proctex_lut_offset);
}
vec4 ProcTex() {
vec2 uv = abs(texcoord0);
float u_shift = 0.0;
float v_shift = 0.0;
float u = uv.x + u_shift;
float v = uv.y + v_shift;
u = min(u, 1.0);
v = min(v, 1.0);
float lut_coord = ProcTexLookupLUT(proctex_color_map_offset, min(sqrt(u * u + v * v), 1.0));
vec4 final_color = SampleProcTexColor(lut_coord, 0);
return final_color;
}
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;
depth /= gl_FragCoord.w;
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 = (ProcTex().rgb);
float alpha_output_0 = (ProcTex().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: 384F9444A56638DE, 815B9A56733A8CD7
// program: B9D5F69BEAF8CAAB, 86F5543306698380, 815B9A56733A8CD7
// shader: 8B30, 7248FF1BF9B0E9E3
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);
}
float ProcTexLookupLUT(int offset, float coord) {
coord *= 128.0;
float index_i = clamp(floor(coord), 0.0, 127.0);
float index_f = coord - index_i; // fract() cannot be used here because 128.0 needs to be
// extracted as index_i = 127.0 and index_f = 1.0
vec2 entry = texelFetch(texture_buffer_lut_rg, int(index_i) + offset).rg;
return clamp(entry.r + entry.g * index_f, 0.0, 1.0);
}
vec4 SampleProcTexColor(float lut_coord, int level) {
int lut_width = 128 >> level;
int lut_offsets[8] = int[](0, 128, 192, 224, 0xF0, 0xF8, 0xFC, 0xFE);
int lut_offset = lut_offsets[level];
lut_coord *= float(lut_width - 1);
lut_coord += float(lut_offset);
return texelFetch(texture_buffer_lut_rgba, int(round(lut_coord)) + proctex_lut_offset);
}
vec4 ProcTex() {
vec2 uv = abs(texcoord0);
float u_shift = 0.0;
float v_shift = 0.0;
float u = uv.x + u_shift;
float v = uv.y + v_shift;
u = min(u, 1.0);
v = min(v, 1.0);
float lut_coord = ProcTexLookupLUT(proctex_color_map_offset, max(u, v));
vec4 final_color = SampleProcTexColor(lut_coord, 0);
return final_color;
}
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;
depth /= gl_FragCoord.w;
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 = (ProcTex().rgb);
float alpha_output_0 = (ProcTex().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: 384F94440F3D1BB5, 7248FF1BF9B0E9E3
// program: B9D5F69BEAF8CAAB, 86F5543306698380, 7248FF1BF9B0E9E3
// shader: 8B30, FF07BBB433CAA15D
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;
depth /= gl_FragCoord.w;
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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (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;
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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 154A6909A5E2052F, FF07BBB433CAA15D
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, FF07BBB433CAA15D
// reference: AFF40FE74F643658, 392224B2D62F6A70
// shader: 8B30, 08753E6EAABE0EAE
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;
depth /= gl_FragCoord.w;
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: EBB5968313CB116A, 08753E6EAABE0EAE
// program: B9D5F69BEAF8CAAB, 86F5543306698380, 08753E6EAABE0EAE
// reference: 1EE79DA8AB6AF93E, FCB6823DECBE3599
// reference: 0BE4CF75F1D11904, 4324F6DBA93F30C2
// reference: 1C6A073CAB0DCD4C, 815B9A56733A8CD7
// reference: 1C6A073C0156EE27, 7248FF1BF9B0E9E3
// reference: 0BE4CF75B0C1E6F1, 546C74A431B2122D
// reference: D555956A3E58DD14, 7A3406B17FDE3783
// reference: 0BE4CF757A916671, 65A5B63987D026B8
// reference: CF9005FB1DA0E4F8, 08753E6EAABE0EAE
// reference: B516A6ACC26D195E, 75D447D2945BEAD0
// reference: E7FF86E25F5F85B5, 1E6BBEA5AC31ADB6
// reference: 394EDCFDCB983E4E, FB4977BF0BA59641
// reference: 92E6A660255EE205, 80C6E25EC8D13036
// reference: B516A6AC8917A12B, 75D447D2945BEAD0
// reference: 9286FE988DCF4A07, 265FD0D34C1646E7
// reference: 64063F27C798BFBD, C67DA125E8BB5F4B
// reference: E927B4C2DC17F075, 51DAA5A7FAA18C02
// reference: 506E9601C213F25B, FCB6823DECBE3599
// reference: FAF7195A94BC8E30, 016A57E6B6DCC90D
// reference: B47E12F3B6BF3D20, 016A57E6B6DCC90D
// reference: 394EDCFDF2525FF7, FB4977BF0BA59641
// reference: E7FF86E26695E40C, 1E6BBEA5AC31ADB6
// reference: DD071996DA9165D3, 441F63DBCC1F6F4A
// program: 9E24545469247A33, 0D30074279C2FEED, 441F63DBCC1F6F4A
// shader: 8B30, 7618594D8D367F9D
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;
depth /= gl_FragCoord.w;
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;
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((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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.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;
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: 98EDCFB6DBD3A8C0, 7618594D8D367F9D
// program: 9E24545469247A33, 0D30074279C2FEED, 7618594D8D367F9D
// reference: BF1DCF7AE219C979, 7618594D8D367F9D
// shader: 8B30, 85D56AC9E6FCAAC0
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;
depth /= gl_FragCoord.w;
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 * 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;
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) * (texcolor0.aaa) + (texcolor1.rgb) * (vec3(1.0) - (texcolor0.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) * (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) + (secondary_fragment_color.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;
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: B0915D0041554B61, 85D56AC9E6FCAAC0
// program: 9E24545469247A33, 0D30074279C2FEED, 85D56AC9E6FCAAC0
// shader: 8B30, 2B22EC5116044DA2
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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((texcolor0.rgb) * (texcolor0.rgb) + (secondary_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;
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: 21A20BAD6C271C05, 2B22EC5116044DA2
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 2B22EC5116044DA2
// shader: 8B30, B9F3EE402A22D991
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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.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((last_tex_env_out.rgb) * (primary_fragment_color.rgb) + (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;
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;
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: 4CAF42B0184EDE50, B9F3EE402A22D991
// program: 97C7D09A0E012F36, 0D30074279C2FEED, B9F3EE402A22D991
// shader: 8B30, 79C34B0B98E6A871
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;
depth /= gl_FragCoord.w;
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;
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: 6ACF48ECA2E1352B, 79C34B0B98E6A871
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 79C34B0B98E6A871
// reference: 2FC15C0D6D69F673, 79C34B0B98E6A871
// shader: 8B30, B81BCCF897D99F3A
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;
depth /= gl_FragCoord.w;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: B47E12F336268ED0, B81BCCF897D99F3A
// program: 97C7D09A0E012F36, 0D30074279C2FEED, B81BCCF897D99F3A
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 0358666A558DE1A6
// shader: 8B30, 5FFA03379B40C216
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(half_vector)), 0.0))) * 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((texcolor0.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((last_tex_env_out.rgb) * (rounded_primary_color.rgb) + (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;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 553A226BD9BB24FC, 5FFA03379B40C216
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 5FFA03379B40C216
// shader: 8B30, 2C5870DC65052D9B
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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((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((last_tex_env_out.rgb) * (texcolor0.rgb) + (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;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (primary_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;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: F40DAAD0EAD3C16D, 2C5870DC65052D9B
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 2C5870DC65052D9B
// shader: 8B30, 088792419D992BBB
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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((primary_fragment_color.rgb) * (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) * (texcolor0.rgb) + (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;
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;
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: D121D7127DF83D6F, 088792419D992BBB
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 088792419D992BBB
// shader: 8B30, 610C05726B11061A
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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(min((const_color[0].rgb) + (texcolor0.rgb), vec3(1.0)) * (rounded_primary_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) * (texcolor0.rgb) + (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;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 1605EDD64953BEE4, 610C05726B11061A
// program: 97C7D09A0E012F36, 0D30074279C2FEED, 610C05726B11061A
// shader: 8B30, A0962BA39D8347DF
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;
depth /= gl_FragCoord.w;
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((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) * (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;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: A0DDDA05485BC1F6, A0962BA39D8347DF
// program: 97C7D09A0E012F36, 0D30074279C2FEED, A0962BA39D8347DF
// reference: 98EDCFB68B60C21C, 7618594D8D367F9D
// shader: 8B30, 370761F478D5E560
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;
depth /= gl_FragCoord.w;
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.a) * (rounded_primary_color.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: AB736ED0C855DBC0, 370761F478D5E560
// program: B9D5F69BEAF8CAAB, 86F5543306698380, 370761F478D5E560
// shader: 8B30, A9C4CFFC74CF8DAF
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;
depth /= gl_FragCoord.w;
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;
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 = byteround(clamp((const_color[1].a) * (last_tex_env_out.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;
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: B810A48B215EFB6E, A9C4CFFC74CF8DAF
// program: 9E24545469247A33, 0D30074279C2FEED, A9C4CFFC74CF8DAF
// program: 0000000000000000, 0000000000000000, 08753E6EAABE0EAE
// reference: E4CD782F94BC8E30, 016A57E6B6DCC90D
// shader: 8B30, A6085EBDB91CAA4F
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;
depth /= gl_FragCoord.w;
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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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: 2329D3A16B2E7C13, A6085EBDB91CAA4F
// program: 001D4B9F53552A99, 8E9C0EB3868A00DF, A6085EBDB91CAA4F
// shader: 8B30, E93BFFAAD0FBBD3A
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;
depth /= gl_FragCoord.w;
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) + (vec3(1.0) - rounded_primary_color.aaa), 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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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: A6E865F52FE7C776, E93BFFAAD0FBBD3A
// program: 001D4B9F53552A99, 8E9C0EB3868A00DF, E93BFFAAD0FBBD3A
// shader: 8B30, 0F305ECC41E3E516
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;
depth /= gl_FragCoord.w;
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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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: C46AC78273393844, 0F305ECC41E3E516
// program: C3B30B8F0E7C65E4, D7255673101445A5, 0F305ECC41E3E516
// shader: 8B30, BA0AF98F1ADFB32D
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;
depth /= gl_FragCoord.w;
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) * (rounded_primary_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;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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: 2311FC246F79CECF, BA0AF98F1ADFB32D
// program: C3B30B8F0E7C65E4, D7255673101445A5, BA0AF98F1ADFB32D
// reference: 9771E3DB039209F7, 5779A24412A1FEDC
// reference: B516A6AC03FC5EA9, 75D447D2945BEAD0
// reference: FAF7195A7685FA20, 7CBA3E996FFE48D2
// shader: 8B30, 35B6A52B3D768E86
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;
depth /= gl_FragCoord.w;
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((texcolor0.a) * (rounded_primary_color.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: 77C7D754185BDB5E, 35B6A52B3D768E86
// program: 0000000000000000, 0000000000000000, 35B6A52B3D768E86
// reference: B516A6AC6A8555CC, 75D447D2945BEAD0
// reference: 92E6A6606A8555CC, 75D447D2945BEAD0
// reference: 6D98F78DAD9D7E7B, D5BD7E0D51EDF379
// reference: FDA0A63B0189E188, 0F305ECC41E3E516
// shader: 8B30, 807E6CE20CD39572
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;
depth /= gl_FragCoord.w;
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((texcolor0.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;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 35169B2A064B4D67, 807E6CE20CD39572
// program: 6E807C7ADBC295C5, 86F5543306698380, 807E6CE20CD39572
// shader: 8B30, 50207C5C616D1065
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;
depth /= gl_FragCoord.w;
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 = (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;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 3504CC9CFA63A806, 50207C5C616D1065
// program: 6E807C7ADBC295C5, 86F5543306698380, 50207C5C616D1065
// reference: DC6FADC903FC5EA9, 75D447D2945BEAD0
// reference: E927B4C2976D4800, 51DAA5A7FAA18C02
// shader: 8B30, 7C8ABFB3774B5569
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;
depth /= gl_FragCoord.w;
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((texcolor0.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;
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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 3E2678F0F5C1A1D2, 7C8ABFB3774B5569
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 7C8ABFB3774B5569
// shader: 8B30, F396187C9E292228
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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((primary_fragment_color.rgb) * (texcolor0.rgb) + (secondary_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) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((last_tex_env_out.a) * (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;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) < alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 49B6C90E761C1AEF, F396187C9E292228
// program: 3904A6F1723220CA, D7255673101445A5, F396187C9E292228
// shader: 8B30, 0BEF2E5B28F4EAF7
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;
depth /= gl_FragCoord.w;
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 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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.rgb) * (texcolor0.aaa) + (texcolor1.rgb) * (vec3(1.0) - (texcolor0.aaa)), 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) * (primary_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;
vec3 color_output_2 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor0.aaa) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) < alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 9286FE98248C8662, 0BEF2E5B28F4EAF7
// program: 41FFEA621DD8433C, 8D88DA9FC6C2B5D9, 0BEF2E5B28F4EAF7
// shader: 8B30, 1D932418AEAE7086
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;
depth /= gl_FragCoord.w;
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 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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((texcolor1.rgb) * (secondary_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) * (primary_fragment_color.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(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) < alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 64063F276EDB73D8, 1D932418AEAE7086
// program: 41FFEA621DD8433C, 8D88DA9FC6C2B5D9, 1D932418AEAE7086
// reference: 6E46C9C21F65118A, F396187C9E292228
// program: 492AE31AF183EC9F, D7255673101445A5, F396187C9E292228
// shader: 8B30, 80CA1C7C6A2413F3
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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((primary_fragment_color.rgb) + (secondary_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 = byteround(clamp((last_tex_env_out.a) * (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;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) < alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: E927B4C21C2D3775, 80CA1C7C6A2413F3
// program: 001D4B9F53552A99, 8E9C0EB3868A00DF, 80CA1C7C6A2413F3
// shader: 8B30, FC3825053C4A422F
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;
depth /= gl_FragCoord.w;
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 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((const_color[0].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) * (primary_fragment_color.rgb) + (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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) < alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: B516A6AC88BC21DC, FC3825053C4A422F
// program: 41FFEA621DD8433C, 8D88DA9FC6C2B5D9, FC3825053C4A422F
// shader: 8B30, ECE1B5A6271F2764
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;
depth /= gl_FragCoord.w;
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 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((const_color[0].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) * (primary_fragment_color.rgb) + (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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) < alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 92E6A6608C1D2E60, ECE1B5A6271F2764
// program: 41FFEA621DD8433C, 8D88DA9FC6C2B5D9, ECE1B5A6271F2764
// reference: DC6FADC988BC21DC, FC3825053C4A422F
// shader: 8B30, 22D197378ABC40AC
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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((primary_fragment_color.rgb) * (texcolor0.rgb) + (secondary_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) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((last_tex_env_out.a) * (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;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 6E46C9C2789285FC, 22D197378ABC40AC
// program: 3904A6F1723220CA, D7255673101445A5, 22D197378ABC40AC
// shader: 8B30, 90AD5EA3BAE08CA2
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;
depth /= gl_FragCoord.w;
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 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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.rgb) * (texcolor0.aaa) + (texcolor1.rgb) * (vec3(1.0) - (texcolor0.aaa)), 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) * (primary_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;
vec3 color_output_2 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor0.aaa) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 9286FE98437B1214, 90AD5EA3BAE08CA2
// program: 41FFEA621DD8433C, 8D88DA9FC6C2B5D9, 90AD5EA3BAE08CA2
// shader: 8B30, C0212358BF3DA065
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;
depth /= gl_FragCoord.w;
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 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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((texcolor1.rgb) * (secondary_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) * (primary_fragment_color.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(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 64063F27092CE7AE, C0212358BF3DA065
// program: 41FFEA621DD8433C, 8D88DA9FC6C2B5D9, C0212358BF3DA065
// program: 492AE31AF183EC9F, D7255673101445A5, 22D197378ABC40AC
// shader: 8B30, 03159AA10957B88A
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;
depth /= gl_FragCoord.w;
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) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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((primary_fragment_color.rgb) + (secondary_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 = byteround(clamp((last_tex_env_out.a) * (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;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: E927B4C27BDAA303, 03159AA10957B88A
// program: 001D4B9F53552A99, 8E9C0EB3868A00DF, 03159AA10957B88A
// shader: 8B30, BE8809DAD91435D5
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;
depth /= gl_FragCoord.w;
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 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((const_color[0].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) * (primary_fragment_color.rgb) + (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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: DC6FADC9EF4BB5AA, BE8809DAD91435D5
// program: 41FFEA621DD8433C, 8D88DA9FC6C2B5D9, BE8809DAD91435D5
// shader: 8B30, FA10E977BE4BD1E8
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;
depth /= gl_FragCoord.w;
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 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTUnsigned(1, max(dot(normal, normalize(view)), 0.0))) * 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.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((const_color[0].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) * (primary_fragment_color.rgb) + (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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 92E6A660EBEABA16, FA10E977BE4BD1E8
// program: 41FFEA621DD8433C, 8D88DA9FC6C2B5D9, FA10E977BE4BD1E8
// reference: 49D2EE72BB7357F3, 807E6CE20CD39572
// reference: 0084BD44D051ECE7, FB4977BF0BA59641
// reference: 24464345C855DBC0, 370761F478D5E560
// program: 0000000000000000, 0000000000000000, 370761F478D5E560
// reference: 24464345185BDB5E, 546C74A431B2122D
// program: 0000000000000000, 0000000000000000, 546C74A431B2122D
// reference: 0BE4CF7596E09B8D, 149FB3BDC2BA27B4
// reference: 0BE4CF7598A81261, 4324F6DBA93F30C2
// reference: 1C6A073CC274C629, 815B9A56733A8CD7
// reference: 1C6A073C682FE542, 7248FF1BF9B0E9E3
// reference: D555956A5721D671, 7A3406B17FDE3783
// reference: 0BE4CF7513E86D14, 65A5B63987D026B8
// shader: 8B30, 2A31F6A008F1433C
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;
depth /= gl_FragCoord.w;
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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 2F0FC610795101E8, 2A31F6A008F1433C
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 2A31F6A008F1433C
// shader: 8B30, B2580951B6028A10
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;
depth /= gl_FragCoord.w;
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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: E09722EFF8AE1752, B2580951B6028A10
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, B2580951B6028A10
// reference: CF9005FB74D9EF9D, 08753E6EAABE0EAE
// shader: 8B30, D2073A75F214D6FB
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;
depth /= gl_FragCoord.w;
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((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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 35CA5681D6B7C38E, D2073A75F214D6FB
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, D2073A75F214D6FB
// shader: 8B30, 1237236309A25335
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;
depth /= gl_FragCoord.w;
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((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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 35CA5681984F4A94, 1237236309A25335
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 1237236309A25335
// shader: 8B30, ECCF136995D02D6B
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;
depth /= gl_FragCoord.w;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: FA52B27E5748D534, ECCF136995D02D6B
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, ECCF136995D02D6B
// shader: 8B30, 2CFF0A7F42B7F0AE
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;
depth /= gl_FragCoord.w;
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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (const_color[5].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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: FA52B27E19B05C2E, 2CFF0A7F42B7F0AE
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 2CFF0A7F42B7F0AE
// reference: 1EE79DA889694A2E, FCB6823DECBE3599
// reference: 6622B4098EE5CDF4, 5779A24412A1FEDC
// reference: AA4473867685FA20, 7CBA3E996FFE48D2
// reference: E4CD782F8F755C99, 016A57E6B6DCC90D
// reference: 0BE4CF75D3D2AA14, 4324F6DBA93F30C2
// reference: D555956A1C5B6E04, 7A3406B17FDE3783
// reference: 0BE4CF755892D561, 65A5B63987D026B8
// reference: CF9005FB80D7097D, 1C9E4DFDE7692E61
// reference: E927B4C275543C10, 80CA1C7C6A2413F3
// reference: E927B4C212A3A866, 03159AA10957B88A
// shader: 8B30, C3003506B5C3F7AD
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;
depth /= gl_FragCoord.w;
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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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: 5FD5897CBCB1FB1C, C3003506B5C3F7AD
// program: 492AE31AF183EC9F, D7255673101445A5, C3003506B5C3F7AD
// reference: CF9005FBA2D4BA6D, 1C9E4DFDE7692E61
// reference: 92E6A66011633E5A, 80C6E25EC8D13036
// reference: 92E6A660AB14123B, 75D447D2945BEAD0
// reference: 92E6A660E06EAA4E, 75D447D2945BEAD0
// reference: 92E6A6604886E6DC, 75D447D2945BEAD0
// reference: A21550C28B60C21C, 550DF54135FEAF71
// reference: F8F2FAC1E662EE77, E60F2DAA3C1254F3
// shader: 8B30, 43E2716B8E5BCF83
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;
depth /= gl_FragCoord.w;
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;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (const_color[4].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, 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) * (const_color[5].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (const_color[5].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: 8164D363287640E7, 43E2716B8E5BCF83
// program: C3B30B8F0E7C65E4, D7255673101445A5, 43E2716B8E5BCF83
// reference: 92E6A66033608D4A, 80C6E25EC8D13036
// program: C3B30B8F0E7C65E4, D7255673101445A5, C3003506B5C3F7AD
// reference: 8164D363A6441E0B, 0F305ECC41E3E516
// reference: 5FD5897CD241D45B, BA0AF98F1ADFB32D
// reference: 2311FC24C4E4751E, D5BD7E0D51EDF379
// reference: 73A296F8B654ACD2, D5BD7E0D51EDF379
// shader: 8B30, 8EDB8D6930B3BFCB
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;
depth /= gl_FragCoord.w;
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((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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: E09722EFAA1F61BC, 8EDB8D6930B3BFCB
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, 8EDB8D6930B3BFCB
// shader: 8B30, E9274588486B5975
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;
depth /= gl_FragCoord.w;
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((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;
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;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 2F0FC6102BE07706, E9274588486B5975
// program: FC7F4467554D34E5, 1C4CBC8096EA16CD, E9274588486B5975