mirror of
https://github.com/weihuoya/citra.git
synced 2026-01-25 04:18:23 +00:00
14039 lines
480 KiB
GLSL
14039 lines
480 KiB
GLSL
// shader: 8B31, 77C3EE176B2D5FFB
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#define mul_s(x, y) (x * y)
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#define fma_s(x, y, z) fma(x, y, z)
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#define rcp_s(x) (1.0 / x)
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#define rsq_s(x) inversesqrt(x)
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#define dot_s(x, y) dot(x, y)
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#define dot_3(x, y) dot(x, y)
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struct pica_uniforms {
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bool b[16];
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uvec4 i[4];
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vec4 f[96];
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};
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bool exec_shader();
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#define uniforms vs_uniforms
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layout (std140) uniform vs_config {
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pica_uniforms uniforms;
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};
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layout(location = 0) in vec4 vs_in_reg0;
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out vec4 vs_out_attr0;
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out vec4 vs_out_attr1;
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void main() {
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vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
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vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
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exec_shader();
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}
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bvec2 conditional_code = bvec2(false);
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ivec3 address_registers = ivec3(0);
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vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
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bool sub_0();
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bool exec_shader() {
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sub_0();
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return true;
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}
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bool sub_0() {
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vs_out_attr0.xy = (vs_in_reg0.xyyy).xy;
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vs_out_attr0.z = (-uniforms.f[5].wwww).z;
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vs_out_attr0.w = (uniforms.f[95].wwww).w;
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vs_out_attr1 = uniforms.f[6].wzyx;
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return true;
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}
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// reference: E07DBC51AABECCAB, 77C3EE176B2D5FFB
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// shader: 8DD9, CBBC43C38774091B
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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out vec4 primary_color;
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out vec2 texcoord0;
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out vec2 texcoord1;
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out vec2 texcoord2;
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out float texcoord0_w;
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out vec4 normquat;
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out vec3 view;
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#define NUM_TEV_STAGES 6
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layout (std140) uniform shader_data {
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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float shadow_bias_constant;
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float shadow_bias_linear;
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int scissor_x1;
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int scissor_y1;
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int scissor_x2;
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int scissor_y2;
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int fog_lut_offset;
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int proctex_noise_lut_offset;
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int proctex_color_map_offset;
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int proctex_alpha_map_offset;
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int proctex_lut_offset;
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int proctex_diff_lut_offset;
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float proctex_bias;
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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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vec2 proctex_noise_p;
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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vec4 clip_coef;
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};
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in vec4 vs_out_attr0[];
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in vec4 vs_out_attr1[];
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struct Vertex {
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vec4 attributes[2];
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};
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vec4 GetVertexQuaternion(Vertex vtx) {
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return vec4(0.0, 0.0, 0.0, 0.0);
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}
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void EmitVtx(Vertex vtx, bool quats_opposite) {
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vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
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gl_Position = vtx_pos;
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#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
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gl_ClipDistance[0] = -vtx_pos.z;
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gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
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#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
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vec4 vtx_quat = GetVertexQuaternion(vtx);
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normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
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vec4 vtx_color = vec4(vtx.attributes[1].x, vtx.attributes[1].y, vtx.attributes[1].z, vtx.attributes[1].w);
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primary_color = min(abs(vtx_color), vec4(1.0));
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texcoord0 = vec2(0.0, 0.0);
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texcoord1 = vec2(0.0, 0.0);
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texcoord0_w = 0.0;
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view = vec3(0.0, 0.0, 0.0);
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texcoord2 = vec2(0.0, 0.0);
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EmitVertex();
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}
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bool AreQuaternionsOpposite(vec4 qa, vec4 qb) {
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return (dot(qa, qb) < 0.0);
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}
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void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) {
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EmitVtx(vtx0, false);
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EmitVtx(vtx1, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx1)));
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EmitVtx(vtx2, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx2)));
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EndPrimitive();
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}
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void main() {
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Vertex prim_buffer[3];
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prim_buffer[0].attributes = vec4[2](vs_out_attr0[0], vs_out_attr1[0]);
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prim_buffer[1].attributes = vec4[2](vs_out_attr0[1], vs_out_attr1[1]);
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prim_buffer[2].attributes = vec4[2](vs_out_attr0[2], vs_out_attr1[2]);
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EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);
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}
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// reference: 6D98C2C476DC3F58, CBBC43C38774091B
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// shader: 8B30, 7974F3663498993D
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in vec4 primary_color;
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in vec2 texcoord0;
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in vec2 texcoord1;
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in vec2 texcoord2;
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in float texcoord0_w;
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in vec4 normquat;
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in vec3 view;
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#ifndef CITRA_GLES
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in vec4 gl_FragCoord;
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#endif // CITRA_GLES
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out vec4 color;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform samplerCube tex_cube;
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uniform samplerBuffer texture_buffer_lut_lf;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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#define NUM_TEV_STAGES 6
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layout (std140) uniform shader_data {
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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float shadow_bias_constant;
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float shadow_bias_linear;
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int scissor_x1;
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int scissor_y1;
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int scissor_x2;
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int scissor_y2;
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int fog_lut_offset;
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int proctex_noise_lut_offset;
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int proctex_color_map_offset;
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int proctex_alpha_map_offset;
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int proctex_lut_offset;
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int proctex_diff_lut_offset;
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float proctex_bias;
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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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vec2 proctex_noise_p;
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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vec4 clip_coef;
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};
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#define NUM_LIGHTS 8
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#define NUM_LIGHTING_SAMPLERS 24
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struct LightSrc {
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vec3 specular_0;
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vec3 specular_1;
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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vec3 spot_direction;
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float dist_atten_bias;
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float dist_atten_scale;
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};
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layout (std140) uniform shader_light_data {
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ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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float lut_scale_d0;
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float lut_scale_d1;
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float lut_scale_sp;
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float lut_scale_fr;
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float lut_scale_rb;
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float lut_scale_rg;
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float lut_scale_rr;
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int shadow_texture_bias;
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};
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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}
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float LookupLightingLUT(int lut_index, int index, float delta) {
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vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
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return entry.r + entry.g * delta;
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}
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float LookupLightingLUTUnsigned(int lut_index, float pos) {
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int index = clamp(int(pos * 256.0), 0, 255);
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float delta = pos * 256.0 - float(index);
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return LookupLightingLUT(lut_index, index, delta);
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}
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float LookupLightingLUTSigned(int lut_index, float pos) {
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int index = clamp(int(pos * 128.0), -128, 127);
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float delta = pos * 128.0 - float(index);
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if (index < 0) index += 256;
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return LookupLightingLUT(lut_index, index, delta);
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}
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float byteround(float x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec2 byteround(vec2 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec3 byteround(vec3 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec4 byteround(vec4 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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float getLod(vec2 coord) {
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vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
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return log2(max(d.x, d.y));
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}
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vec4 shadowTexture(vec2 uv, float w) {
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return vec4(1.0);
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}
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vec4 shadowTextureCube(vec2 uv, float w) {
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return vec4(1.0);
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}
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void main() {
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vec4 rounded_primary_color = byteround(primary_color);
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vec4 primary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
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float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
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float depth = z_over_w * depth_scale + depth_offset;
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vec4 combiner_buffer = vec4(0.0);
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vec4 next_combiner_buffer = tev_combiner_buffer_color;
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vec4 last_tex_env_out = vec4(0.0);
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vec3 color_output_0 = (rounded_primary_color.rgb);
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float alpha_output_0 = (rounded_primary_color.a);
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last_tex_env_out = vec4(color_output_0, alpha_output_0);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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combiner_buffer = next_combiner_buffer;
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gl_FragDepth = depth;
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color = byteround(last_tex_env_out);
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}
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// reference: D4F4BEF912097B5D, 7974F3663498993D
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// program: 77C3EE176B2D5FFB, CBBC43C38774091B, 7974F3663498993D
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// shader: 8B31, 821B2E6F196E4B62
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#define mul_s(x, y) (x * y)
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#define fma_s(x, y, z) fma(x, y, z)
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#define rcp_s(x) (1.0 / x)
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#define rsq_s(x) inversesqrt(x)
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#define dot_s(x, y) dot(x, y)
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#define dot_3(x, y) dot(x, y)
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struct pica_uniforms {
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bool b[16];
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uvec4 i[4];
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vec4 f[96];
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};
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bool exec_shader();
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#define uniforms vs_uniforms
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layout (std140) uniform vs_config {
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pica_uniforms uniforms;
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};
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layout(location = 0) in vec4 vs_in_reg0;
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out vec4 vs_out_attr0;
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out vec4 vs_out_attr1;
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void main() {
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vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
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vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
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exec_shader();
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}
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bvec2 conditional_code = bvec2(false);
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ivec3 address_registers = ivec3(0);
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vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
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bool sub_0();
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bool exec_shader() {
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sub_0();
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return true;
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}
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bool sub_0() {
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vs_out_attr0.xy = (vs_in_reg0.xyyy).xy;
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vs_out_attr0.z = (uniforms.f[95].wwww).z;
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vs_out_attr0.w = (uniforms.f[95].zzzz).w;
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reg_tmp0 = vs_in_reg0.zwzw;
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vs_out_attr1 = reg_tmp0.xyxy;
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return true;
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}
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// reference: 94EE1A2B18D2F6D1, 821B2E6F196E4B62
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// shader: 8DD9, 6B49BF5FD5349480
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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out vec4 primary_color;
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out vec2 texcoord0;
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out vec2 texcoord1;
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out vec2 texcoord2;
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out float texcoord0_w;
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out vec4 normquat;
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out vec3 view;
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#define NUM_TEV_STAGES 6
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layout (std140) uniform shader_data {
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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float shadow_bias_constant;
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float shadow_bias_linear;
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int scissor_x1;
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int scissor_y1;
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int scissor_x2;
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int scissor_y2;
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int fog_lut_offset;
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int proctex_noise_lut_offset;
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int proctex_color_map_offset;
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int proctex_alpha_map_offset;
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int proctex_lut_offset;
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int proctex_diff_lut_offset;
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float proctex_bias;
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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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vec2 proctex_noise_p;
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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vec4 clip_coef;
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};
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in vec4 vs_out_attr0[];
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in vec4 vs_out_attr1[];
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struct Vertex {
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vec4 attributes[2];
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};
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vec4 GetVertexQuaternion(Vertex vtx) {
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return vec4(0.0, 0.0, 0.0, 0.0);
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}
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void EmitVtx(Vertex vtx, bool quats_opposite) {
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vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
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gl_Position = vtx_pos;
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#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
gl_ClipDistance[0] = -vtx_pos.z;
|
|
gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
|
|
#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
|
|
vec4 vtx_quat = GetVertexQuaternion(vtx);
|
|
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
|
|
|
|
vec4 vtx_color = vec4(0.0, 0.0, 0.0, 0.0);
|
|
primary_color = min(abs(vtx_color), vec4(1.0));
|
|
|
|
texcoord0 = vec2(vtx.attributes[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[2](vs_out_attr0[0], vs_out_attr1[0]);
|
|
prim_buffer[1].attributes = vec4[2](vs_out_attr0[1], vs_out_attr1[1]);
|
|
prim_buffer[2].attributes = vec4[2](vs_out_attr0[2], vs_out_attr1[2]);
|
|
EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);
|
|
}
|
|
// reference: E0A3E62E72D05152, 6B49BF5FD5349480
|
|
// shader: 8B30, 34BED21BE5F81B21
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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) + (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (const_color[1].a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp((combiner_buffer.rgb) - (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = (const_color[2].a);
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((combiner_buffer.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (const_color[3].a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = (last_tex_env_out.rgb);
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (const_color[5].rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (const_color[5].rgb)), vec3(0.0), vec3(1.0)));
|
|
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: 6B173230E9DBC7E8, 34BED21BE5F81B21
|
|
// program: 821B2E6F196E4B62, 6B49BF5FD5349480, 34BED21BE5F81B21
|
|
// reference: AE294311294BAAD9, 77C3EE176B2D5FFB
|
|
// shader: 8B30, BB7F43EB369B7B08
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
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;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) + (const_color[3].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;
|
|
|
|
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: 14A478AF871AEC44, BB7F43EB369B7B08
|
|
// program: 0000000000000000, 0000000000000000, BB7F43EB369B7B08
|
|
// shader: 8B31, E45928C189BB7782
|
|
|
|
#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_0();
|
|
bool sub_1();
|
|
bool sub_2();
|
|
bool sub_3();
|
|
bool sub_4();
|
|
|
|
bool exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_0() {
|
|
uint jmp_to = 0u;
|
|
while (true) {
|
|
switch (jmp_to) {
|
|
case 0u: {
|
|
reg_tmp14.z = (mul_s(uniforms.f[5].wwww, vs_in_reg2.zzzz)).z;
|
|
reg_tmp15 = uniforms.f[6].wzyx;
|
|
reg_tmp0 = vs_in_reg0.xyzz;
|
|
reg_tmp0.w = (uniforms.f[95].wwww).w;
|
|
vs_out_attr1 = mul_s(uniforms.f[90].zzzz, vs_in_reg1);
|
|
conditional_code = greaterThan(uniforms.f[7].wz, reg_tmp15.xy);
|
|
if (conditional_code.y) {
|
|
{ jmp_to = 20u; break; }
|
|
}
|
|
reg_tmp0.z = (reg_tmp0.zzzz + reg_tmp14.zzzz).z;
|
|
vs_out_attr0.x = dot_s(uniforms.f[8].wzyx, reg_tmp0);
|
|
vs_out_attr0.y = dot_s(uniforms.f[9].wzyx, reg_tmp0);
|
|
vs_out_attr0.z = dot_s(uniforms.f[10].wzyx, reg_tmp0);
|
|
vs_out_attr0.w = dot_s(uniforms.f[11].wzyx, reg_tmp0);
|
|
if (conditional_code.x) {
|
|
sub_1();
|
|
} else {
|
|
sub_2();
|
|
}
|
|
return true;
|
|
}
|
|
case 20u: {
|
|
if (conditional_code.x) {
|
|
sub_3();
|
|
} else {
|
|
sub_4();
|
|
}
|
|
reg_tmp4.x = (mul_s(uniforms.f[12].yyyy, reg_tmp14.zzzz)).x;
|
|
reg_tmp4.y = (mul_s(uniforms.f[13].yyyy, reg_tmp14.zzzz)).y;
|
|
reg_tmp4.z = (mul_s(uniforms.f[14].yyyy, reg_tmp14.zzzz)).z;
|
|
reg_tmp0.xyz = (reg_tmp4.xyzz + reg_tmp0.xyzz).xyz;
|
|
vs_out_attr0.x = dot_s(uniforms.f[0].wzyx, reg_tmp0);
|
|
vs_out_attr0.y = dot_s(uniforms.f[1].wzyx, reg_tmp0);
|
|
vs_out_attr0.z = dot_s(-uniforms.f[2].wzyx, reg_tmp0);
|
|
vs_out_attr0.w = dot_s(uniforms.f[3].wzyx, reg_tmp0);
|
|
return true;
|
|
}
|
|
default: return false;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_1() {
|
|
reg_tmp1.xy = (vs_in_reg2.xyyy).xy;
|
|
reg_tmp1.xy = (mul_s(uniforms.f[90].yyyy, reg_tmp1.xyyy)).xy;
|
|
reg_tmp1.y = (uniforms.f[95].wwww + -reg_tmp1.yyyy).y;
|
|
vs_out_attr2 = reg_tmp1.xyyy;
|
|
return false;
|
|
}
|
|
bool sub_2() {
|
|
vs_out_attr2 = uniforms.f[90].wwww;
|
|
return false;
|
|
}
|
|
bool sub_3() {
|
|
reg_tmp5.xy = (vs_in_reg2.xyyy).xy;
|
|
reg_tmp5.xy = (mul_s(uniforms.f[90].yyyy, reg_tmp5.xyyy)).xy;
|
|
reg_tmp5.y = (uniforms.f[95].wwww + -reg_tmp5.yyyy).y;
|
|
vs_out_attr2 = reg_tmp5.xyyy;
|
|
return false;
|
|
}
|
|
bool sub_4() {
|
|
vs_out_attr2 = uniforms.f[90].wwww;
|
|
return false;
|
|
}
|
|
// reference: 63C8792F9D939A31, E45928C189BB7782
|
|
// shader: 8DD9, 219384019281D7FD
|
|
|
|
layout(triangles) in;
|
|
layout(triangle_strip, max_vertices = 3) out;
|
|
|
|
out vec4 primary_color;
|
|
out vec2 texcoord0;
|
|
out vec2 texcoord1;
|
|
out vec2 texcoord2;
|
|
out float texcoord0_w;
|
|
out vec4 normquat;
|
|
out vec3 view;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
in vec4 vs_out_attr0[];
|
|
in vec4 vs_out_attr1[];
|
|
in vec4 vs_out_attr2[];
|
|
struct Vertex {
|
|
vec4 attributes[3];
|
|
};
|
|
|
|
vec4 GetVertexQuaternion(Vertex vtx) {
|
|
return vec4(0.0, 0.0, 0.0, 0.0);
|
|
}
|
|
|
|
void EmitVtx(Vertex vtx, bool quats_opposite) {
|
|
vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
|
|
gl_Position = vtx_pos;
|
|
#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
gl_ClipDistance[0] = -vtx_pos.z;
|
|
gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
|
|
#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
|
|
vec4 vtx_quat = GetVertexQuaternion(vtx);
|
|
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
|
|
|
|
vec4 vtx_color = vec4(vtx.attributes[1].x, vtx.attributes[1].y, vtx.attributes[1].z, vtx.attributes[1].w);
|
|
primary_color = min(abs(vtx_color), vec4(1.0));
|
|
|
|
texcoord0 = vec2(vtx.attributes[2].x, vtx.attributes[2].y);
|
|
texcoord1 = vec2(0.0, 0.0);
|
|
|
|
texcoord0_w = 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: 7B07DA3E334A19B0, 219384019281D7FD
|
|
// shader: 8B30, 411AA67B9C4AA6C7
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = (rounded_primary_color.rgb);
|
|
float alpha_output_0 = (rounded_primary_color.a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((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;
|
|
|
|
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: 5CCCF89D77227653, 411AA67B9C4AA6C7
|
|
// program: E45928C189BB7782, 219384019281D7FD, 411AA67B9C4AA6C7
|
|
// shader: 8B31, 270E94B55796EDB7
|
|
|
|
#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 = 5) in vec4 vs_in_reg5;
|
|
|
|
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_0();
|
|
bool sub_1();
|
|
bool sub_2();
|
|
bool sub_3();
|
|
bool sub_4();
|
|
bool sub_5();
|
|
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 sub_21();
|
|
bool sub_6();
|
|
|
|
bool exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_0() {
|
|
reg_tmp2.x = dot_3(uniforms.f[5].wzy, vs_in_reg1.xyz);
|
|
reg_tmp2.y = dot_3(uniforms.f[6].wzy, vs_in_reg1.xyz);
|
|
reg_tmp2.z = dot_3(uniforms.f[7].wzy, vs_in_reg1.xyz);
|
|
reg_tmp1 = vs_in_reg0.xyzz;
|
|
reg_tmp1.w = (uniforms.f[94].wwww).w;
|
|
reg_tmp10 = vs_in_reg2.xyyy;
|
|
reg_tmp10.zw = (uniforms.f[95].yxyx).zw;
|
|
reg_tmp3.x = dot_3(uniforms.f[8].wzy, reg_tmp2.xyz);
|
|
reg_tmp3.y = dot_3(uniforms.f[9].wzy, reg_tmp2.xyz);
|
|
reg_tmp3.z = dot_3(uniforms.f[10].wzy, reg_tmp2.xyz);
|
|
reg_tmp8.x = dot_s(uniforms.f[5].wzyx, reg_tmp1);
|
|
reg_tmp8.y = dot_s(uniforms.f[6].wzyx, reg_tmp1);
|
|
reg_tmp8.z = dot_s(uniforms.f[7].wzyx, reg_tmp1);
|
|
reg_tmp8.w = (uniforms.f[94].wwww).w;
|
|
reg_tmp9.x = dot_3(reg_tmp3.xyz, reg_tmp3.xyz);
|
|
reg_tmp11 = reg_tmp10;
|
|
if (uniforms.b[0]) {
|
|
sub_1();
|
|
}
|
|
reg_tmp9.x = rsq_s(reg_tmp9.x);
|
|
vs_out_attr0.x = dot_s(uniforms.f[0].wzyx, reg_tmp8);
|
|
vs_out_attr0.y = dot_s(uniforms.f[1].wzyx, reg_tmp8);
|
|
vs_out_attr0.z = dot_s(-uniforms.f[2].wzyx, reg_tmp8);
|
|
vs_out_attr0.w = dot_s(uniforms.f[3].wzyx, reg_tmp8);
|
|
reg_tmp9 = mul_s(reg_tmp3, reg_tmp9.xxxx);
|
|
reg_tmp9.w = (uniforms.f[94].wwww).w;
|
|
reg_tmp12.w = (mul_s(uniforms.f[94].yyyy, vs_in_reg1.wwww)).w;
|
|
conditional_code = equal(-uniforms.f[94].ww, reg_tmp9.zz);
|
|
reg_tmp4 = uniforms.f[94].wwww + reg_tmp9.zzzz;
|
|
reg_tmp4 = mul_s(uniforms.f[94].xxxx, reg_tmp4);
|
|
if (uniforms.b[13]) {
|
|
sub_9();
|
|
}
|
|
reg_tmp4 = vec4(rsq_s(reg_tmp4.x));
|
|
reg_tmp5 = mul_s(uniforms.f[94].xxxx, reg_tmp9);
|
|
if (!conditional_code.x) {
|
|
sub_10();
|
|
} else {
|
|
sub_11();
|
|
}
|
|
if (uniforms.b[9]) {
|
|
sub_12();
|
|
} else {
|
|
sub_14();
|
|
}
|
|
if (uniforms.b[5]) {
|
|
sub_17();
|
|
}
|
|
vs_out_attr2.x = dot_s(uniforms.f[33].wzyx, reg_tmp10);
|
|
vs_out_attr2.y = dot_s(uniforms.f[34].wzyx, reg_tmp10);
|
|
vs_out_attr2.z = dot_s(uniforms.f[35].wzyx, reg_tmp11);
|
|
vs_out_attr2.w = dot_s(uniforms.f[36].wzyx, reg_tmp11);
|
|
vs_out_attr4.x = dot_s(-uniforms.f[8].wzyx, reg_tmp8);
|
|
vs_out_attr4.y = dot_s(-uniforms.f[9].wzyx, reg_tmp8);
|
|
vs_out_attr4.zw = vec2(dot_s(-uniforms.f[10].wzyx, reg_tmp8));
|
|
vs_out_attr1 = reg_tmp12;
|
|
if (uniforms.b[6]) {
|
|
sub_18();
|
|
} else {
|
|
sub_19();
|
|
}
|
|
return true;
|
|
}
|
|
bool sub_1() {
|
|
if (uniforms.b[1]) {
|
|
sub_2();
|
|
} else {
|
|
sub_3();
|
|
}
|
|
reg_tmp4 = uniforms.f[94].zzzz;
|
|
if (uniforms.b[2]) {
|
|
sub_4();
|
|
}
|
|
if (uniforms.b[3]) {
|
|
sub_7();
|
|
}
|
|
reg_tmp8.y = (reg_tmp8.yyyy + reg_tmp4.yyyy).y;
|
|
return false;
|
|
}
|
|
bool sub_2() {
|
|
reg_tmp6 = reg_tmp8;
|
|
return false;
|
|
}
|
|
bool sub_3() {
|
|
reg_tmp5 = uniforms.f[94].zzzz;
|
|
reg_tmp6.x = dot_s(uniforms.f[5].wzyx, reg_tmp5);
|
|
reg_tmp6.y = dot_s(uniforms.f[6].wzyx, reg_tmp5);
|
|
return false;
|
|
}
|
|
bool sub_4() {
|
|
address_registers.z = int(uniforms.i[0].y);
|
|
for (uint loop24 = 0u; loop24 <= uniforms.i[0].x; address_registers.z += int(uniforms.i[0].z), ++loop24) {
|
|
sub_5();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_5() {
|
|
reg_tmp3.x = dot_3(uniforms.f[12 + address_registers.z].wzy, reg_tmp6.xyz);
|
|
reg_tmp3.yz = (uniforms.f[20 + address_registers.z].wzyx).yz;
|
|
reg_tmp3.x = (fma_s(reg_tmp3.xxxx, reg_tmp3.yyyy, reg_tmp3.zzzz)).x;
|
|
{
|
|
sub_6();
|
|
}
|
|
reg_tmp4 = fma_s(reg_tmp2.xyxx, uniforms.f[20 + address_registers.z].wwww, reg_tmp4);
|
|
return false;
|
|
}
|
|
bool sub_7() {
|
|
address_registers.z = int(uniforms.i[1].y);
|
|
for (uint loop32 = 0u; loop32 <= uniforms.i[1].x; address_registers.z += int(uniforms.i[1].z), ++loop32) {
|
|
sub_8();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_8() {
|
|
reg_tmp5 = -uniforms.f[12 + address_registers.z].wzyx + reg_tmp6;
|
|
reg_tmp7.x = dot_3(reg_tmp5.xyz, reg_tmp5.xyz);
|
|
reg_tmp7.x = rsq_s(reg_tmp7.x);
|
|
reg_tmp5.w = rcp_s(reg_tmp7.x);
|
|
reg_tmp5.xyz = (mul_s(reg_tmp5, reg_tmp7.xxxx)).xyz;
|
|
reg_tmp3.yz = (uniforms.f[20 + address_registers.z].wzyx).yz;
|
|
reg_tmp3.x = (fma_s(reg_tmp5.wwww, reg_tmp3.yyyy, reg_tmp3.zzzz)).x;
|
|
{
|
|
sub_6();
|
|
}
|
|
reg_tmp3.x = (mul_s(-uniforms.f[12 + address_registers.z].xxxx, reg_tmp5.wwww)).x;
|
|
reg_tmp3.x = (uniforms.f[94].wwww + reg_tmp3.xxxx).x;
|
|
reg_tmp3.x = (min(uniforms.f[94].wwww, reg_tmp3.xxxx)).x;
|
|
reg_tmp3.x = (max(uniforms.f[94].zzzz, reg_tmp3.xxxx)).x;
|
|
reg_tmp7.x = (mul_s(uniforms.f[20 + address_registers.z].wwww, reg_tmp3.xxxx)).x;
|
|
reg_tmp3.x = (mul_s(reg_tmp3.xxxx, reg_tmp3.xxxx)).x;
|
|
reg_tmp5.xyz = (reg_tmp5.xyzz + -reg_tmp2.xyxx).xyz;
|
|
reg_tmp3.xyz = (fma_s(reg_tmp3.xxxx, reg_tmp5.xyzz, reg_tmp2.xyxx)).xyz;
|
|
reg_tmp4 = fma_s(reg_tmp3, reg_tmp7.xxxx, reg_tmp4);
|
|
return false;
|
|
}
|
|
bool sub_9() {
|
|
reg_tmp11.xy = (vs_in_reg5.xyxy).xy;
|
|
return false;
|
|
}
|
|
bool sub_10() {
|
|
vs_out_attr3.z = rcp_s(reg_tmp4.x);
|
|
vs_out_attr3.xy = (mul_s(reg_tmp5, reg_tmp4)).xy;
|
|
vs_out_attr3.w = (uniforms.f[94].zzzz).w;
|
|
return false;
|
|
}
|
|
bool sub_11() {
|
|
vs_out_attr3.x = (uniforms.f[94].wwww).x;
|
|
vs_out_attr3.yzw = (uniforms.f[94].zzzz).yzw;
|
|
return false;
|
|
}
|
|
bool sub_12() {
|
|
reg_tmp5 = mul_s(uniforms.f[93].wwww, vs_in_reg3);
|
|
reg_tmp1 = uniforms.f[93].zzzz + -reg_tmp5;
|
|
reg_tmp2.x = rcp_s(reg_tmp1.x);
|
|
reg_tmp2.y = rcp_s(reg_tmp1.y);
|
|
reg_tmp2.z = rcp_s(reg_tmp1.z);
|
|
reg_tmp5.xyz = (mul_s(reg_tmp5, reg_tmp2)).xyz;
|
|
reg_tmp12.xyz = (mul_s(uniforms.f[28].wzyx, reg_tmp5.xyzz)).xyz;
|
|
if (uniforms.b[4]) {
|
|
sub_13();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_13() {
|
|
reg_tmp12.w = (reg_tmp5.wwww).w;
|
|
return false;
|
|
}
|
|
bool sub_14() {
|
|
if (uniforms.b[10]) {
|
|
sub_15();
|
|
} else {
|
|
sub_16();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_15() {
|
|
reg_tmp11.xy = (mul_s(uniforms.f[93].yyyy, vs_in_reg3.xyxy)).xy;
|
|
reg_tmp12.xyz = (uniforms.f[29].wzyx).xyz;
|
|
return false;
|
|
}
|
|
bool sub_16() {
|
|
reg_tmp12.x = dot_s(uniforms.f[30].wzyx, reg_tmp9);
|
|
reg_tmp12.y = dot_s(uniforms.f[31].wzyx, reg_tmp9);
|
|
reg_tmp12.z = dot_s(uniforms.f[32].wzyx, reg_tmp9);
|
|
reg_tmp12.xyz = (mul_s(uniforms.f[94].xxxx, reg_tmp12)).xyz;
|
|
return false;
|
|
}
|
|
bool sub_17() {
|
|
reg_tmp1 = uniforms.f[94].xxxx;
|
|
reg_tmp11.xy = (fma_s(reg_tmp9.xyxy, reg_tmp1, reg_tmp1)).xy;
|
|
return false;
|
|
}
|
|
bool sub_18() {
|
|
vs_out_attr5.x = dot_s(uniforms.f[37].wzyx, reg_tmp8);
|
|
vs_out_attr5.y = dot_s(uniforms.f[38].wzyx, reg_tmp8);
|
|
vs_out_attr5.zw = vec2(dot_s(uniforms.f[39].wzyx, reg_tmp8));
|
|
return false;
|
|
}
|
|
bool sub_19() {
|
|
if (uniforms.b[7]) {
|
|
sub_20();
|
|
} else {
|
|
sub_21();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_20() {
|
|
reg_tmp3 = -uniforms.f[40].wzyx + reg_tmp8;
|
|
reg_tmp3.w = (uniforms.f[94].zzzz).w;
|
|
reg_tmp5.x = dot_3(uniforms.f[5].wzy, vs_in_reg1.xyz);
|
|
reg_tmp5.y = dot_3(uniforms.f[6].wzy, vs_in_reg1.xyz);
|
|
reg_tmp5.z = dot_3(uniforms.f[7].wzy, vs_in_reg1.xyz);
|
|
reg_tmp4.x = dot_s(reg_tmp3, reg_tmp3);
|
|
reg_tmp4.x = rsq_s(reg_tmp4.x);
|
|
reg_tmp4 = mul_s(reg_tmp3, reg_tmp4.xxxx);
|
|
reg_tmp5.w = (uniforms.f[94].zzzz).w;
|
|
reg_tmp6.x = dot_s(reg_tmp5, reg_tmp5);
|
|
reg_tmp6.x = rsq_s(reg_tmp6.x);
|
|
reg_tmp6 = mul_s(reg_tmp5, reg_tmp6.xxxx);
|
|
reg_tmp2 = vec4(dot_3(reg_tmp4.xyz, reg_tmp6.xyz));
|
|
reg_tmp2 = mul_s(uniforms.f[93].xxxx, reg_tmp2);
|
|
reg_tmp2 = mul_s(reg_tmp6, reg_tmp2.xxxx);
|
|
vs_out_attr5 = reg_tmp4 + -reg_tmp2;
|
|
return false;
|
|
}
|
|
bool sub_21() {
|
|
vs_out_attr5 = reg_tmp10;
|
|
return false;
|
|
}
|
|
bool sub_6() {
|
|
reg_tmp2.x = (uniforms.f[92].wwww).x;
|
|
reg_tmp2.y = (uniforms.f[94].wwww).y;
|
|
reg_tmp2.z = (uniforms.f[93].xxxx).z;
|
|
reg_tmp2.w = (uniforms.f[92].zzzz).w;
|
|
reg_tmp3.x = (mul_s(uniforms.f[92].yyyy, reg_tmp3.xxxx)).x;
|
|
reg_tmp3.y = (reg_tmp3.xxxx + -reg_tmp2.xxxx).y;
|
|
reg_tmp3.zw = (floor(reg_tmp3.xyxy)).zw;
|
|
reg_tmp3.xy = (reg_tmp3.xyyy + -reg_tmp3.zwww).xy;
|
|
reg_tmp3.xy = (fma_s(reg_tmp3.xyyy, reg_tmp2.zzzz, -reg_tmp2.yyyy)).xy;
|
|
reg_tmp3.xy = (abs(reg_tmp3.xyyy)).xy;
|
|
reg_tmp2.xy = (fma_s(reg_tmp3.xyxy, -reg_tmp2.zzzz, reg_tmp2.wwww)).xy;
|
|
reg_tmp3.xy = (mul_s(reg_tmp3.xyyy, reg_tmp3.xyyy)).xy;
|
|
reg_tmp3.xy = (mul_s(reg_tmp2.xyyy, reg_tmp3.xyyy)).xy;
|
|
reg_tmp2.xy = (fma_s(reg_tmp3.xyyy, reg_tmp2.zzzz, -reg_tmp2.yyyy)).xy;
|
|
return false;
|
|
}
|
|
// reference: 59F4916264C6047E, 270E94B55796EDB7
|
|
// shader: 8DD9, B99A1F5927E7BF45
|
|
|
|
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[3].x, vtx.attributes[3].y, vtx.attributes[3].z, vtx.attributes[3].w);
|
|
}
|
|
|
|
void EmitVtx(Vertex vtx, bool quats_opposite) {
|
|
vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
|
|
gl_Position = vtx_pos;
|
|
#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
gl_ClipDistance[0] = -vtx_pos.z;
|
|
gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
|
|
#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
|
|
vec4 vtx_quat = GetVertexQuaternion(vtx);
|
|
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
|
|
|
|
vec4 vtx_color = vec4(vtx.attributes[1].x, vtx.attributes[1].y, vtx.attributes[1].z, vtx.attributes[1].w);
|
|
primary_color = min(abs(vtx_color), vec4(1.0));
|
|
|
|
texcoord0 = vec2(vtx.attributes[5].x, vtx.attributes[5].y);
|
|
texcoord1 = vec2(vtx.attributes[2].x, vtx.attributes[2].y);
|
|
|
|
texcoord0_w = vtx.attributes[5].z;
|
|
view = vec3(vtx.attributes[4].x, vtx.attributes[4].y, vtx.attributes[4].z);
|
|
texcoord2 = vec2(vtx.attributes[2].z, vtx.attributes[2].w);
|
|
|
|
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: 46D4F628ABD6EA28, B99A1F5927E7BF45
|
|
// shader: 8B30, 104BCCF75DBC5291
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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 = shadowTexture(texcoord0, texcoord0_w);
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0 * shadow.rgb;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (refl_value * light_src[0].specular_1)) * clamp_highlights * 1.0 * shadow.rgb;
|
|
diffuse_sum.a *= shadow.a;
|
|
specular_sum.a *= shadow.a;
|
|
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) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (texcolor1.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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;
|
|
|
|
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: A94982519E7E2ED2, 104BCCF75DBC5291
|
|
// program: 270E94B55796EDB7, B99A1F5927E7BF45, 104BCCF75DBC5291
|
|
// shader: 8B31, 22186AF454C341E4
|
|
|
|
#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 = 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;
|
|
layout(location = 9) in vec4 vs_in_reg9;
|
|
layout(location = 10) in vec4 vs_in_reg10;
|
|
layout(location = 11) in vec4 vs_in_reg11;
|
|
|
|
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_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 exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_0() {
|
|
reg_tmp2 = mul_s(uniforms.f[95].wwzz, vs_in_reg3);
|
|
reg_tmp1 = vs_in_reg0.xyzz;
|
|
reg_tmp1.w = (uniforms.f[94].wwww).w;
|
|
if (uniforms.b[14]) {
|
|
sub_1();
|
|
}
|
|
address_registers.xy = ivec2(reg_tmp2.xy);
|
|
reg_tmp13 = mul_s(uniforms.f[6 + address_registers.x].wzyx, reg_tmp2.zzzz);
|
|
reg_tmp14 = mul_s(uniforms.f[7 + address_registers.x].wzyx, reg_tmp2.zzzz);
|
|
reg_tmp15 = mul_s(uniforms.f[8 + address_registers.x].wzyx, reg_tmp2.zzzz);
|
|
reg_tmp13 = fma_s(reg_tmp2.wwww, uniforms.f[6 + address_registers.y].wzyx, reg_tmp13);
|
|
reg_tmp14 = fma_s(reg_tmp2.wwww, uniforms.f[7 + address_registers.y].wzyx, reg_tmp14);
|
|
reg_tmp15 = fma_s(reg_tmp2.wwww, uniforms.f[8 + address_registers.y].wzyx, reg_tmp15);
|
|
if (uniforms.b[11]) {
|
|
sub_2();
|
|
}
|
|
reg_tmp2.x = dot_3(vs_in_reg1.xyz, reg_tmp13.xyz);
|
|
reg_tmp2.y = dot_3(vs_in_reg1.xyz, reg_tmp14.xyz);
|
|
reg_tmp2.z = dot_3(vs_in_reg1.xyz, reg_tmp15.xyz);
|
|
reg_tmp8.x = dot_s(reg_tmp1, reg_tmp13);
|
|
reg_tmp8.y = dot_s(reg_tmp1, reg_tmp14);
|
|
reg_tmp8.z = dot_s(reg_tmp1, reg_tmp15);
|
|
reg_tmp8.w = (uniforms.f[94].wwww).w;
|
|
reg_tmp3.x = dot_3(uniforms.f[78].wzy, reg_tmp2.xyz);
|
|
reg_tmp3.y = dot_3(uniforms.f[79].wzy, reg_tmp2.xyz);
|
|
reg_tmp3.z = dot_3(uniforms.f[80].wzy, reg_tmp2.xyz);
|
|
vs_out_attr0.x = dot_s(uniforms.f[0].wzyx, reg_tmp8);
|
|
vs_out_attr0.y = dot_s(uniforms.f[1].wzyx, reg_tmp8);
|
|
vs_out_attr0.z = dot_s(-uniforms.f[2].wzyx, reg_tmp8);
|
|
vs_out_attr0.w = dot_s(uniforms.f[3].wzyx, reg_tmp8);
|
|
reg_tmp9.x = dot_3(reg_tmp3.xyz, reg_tmp3.xyz);
|
|
reg_tmp10 = vs_in_reg2.xyyy;
|
|
reg_tmp10.zw = (uniforms.f[95].yxyx).zw;
|
|
reg_tmp11 = vs_in_reg2.xyyy;
|
|
reg_tmp11.zw = (uniforms.f[95].yxyx).zw;
|
|
reg_tmp9.x = rsq_s(reg_tmp9.x);
|
|
reg_tmp9 = mul_s(reg_tmp3, reg_tmp9.xxxx);
|
|
reg_tmp9.w = (uniforms.f[94].wwww).w;
|
|
if (uniforms.b[13]) {
|
|
sub_4();
|
|
}
|
|
if (uniforms.b[0]) {
|
|
sub_5();
|
|
}
|
|
conditional_code = equal(-uniforms.f[94].ww, reg_tmp9.zz);
|
|
reg_tmp3 = uniforms.f[94].wwww + reg_tmp9.zzzz;
|
|
vs_out_attr1.x = dot_s(uniforms.f[82].wzyx, reg_tmp10);
|
|
vs_out_attr1.y = dot_s(uniforms.f[83].wzyx, reg_tmp10);
|
|
reg_tmp3 = mul_s(uniforms.f[94].zzzz, reg_tmp3);
|
|
vs_out_attr1.z = dot_s(uniforms.f[84].wzyx, reg_tmp11);
|
|
vs_out_attr1.w = dot_s(uniforms.f[85].wzyx, reg_tmp11);
|
|
reg_tmp3 = vec4(rsq_s(reg_tmp3.x));
|
|
reg_tmp4 = mul_s(uniforms.f[94].zzzz, reg_tmp9);
|
|
if (!conditional_code.x) {
|
|
sub_6();
|
|
} else {
|
|
sub_7();
|
|
}
|
|
reg_tmp12.x = dot_s(uniforms.f[86].wzyx, reg_tmp9);
|
|
reg_tmp12.y = dot_s(uniforms.f[87].wzyx, reg_tmp9);
|
|
reg_tmp12.z = dot_s(uniforms.f[88].wzyx, reg_tmp9);
|
|
vs_out_attr3.x = dot_s(-uniforms.f[78].wzyx, reg_tmp8);
|
|
vs_out_attr3.y = dot_s(-uniforms.f[79].wzyx, reg_tmp8);
|
|
vs_out_attr3.zw = vec2(dot_s(-uniforms.f[80].wzyx, reg_tmp8));
|
|
vs_out_attr4.w = (mul_s(uniforms.f[94].xxxx, vs_in_reg1.wwww)).w;
|
|
vs_out_attr4.xyz = (mul_s(uniforms.f[94].zzzz, reg_tmp12)).xyz;
|
|
if (uniforms.b[1]) {
|
|
sub_8();
|
|
} else {
|
|
sub_9();
|
|
}
|
|
return true;
|
|
}
|
|
bool sub_1() {
|
|
reg_tmp1.xyz = (fma_s(vs_in_reg8.xyzz, uniforms.f[5].wwww, reg_tmp1)).xyz;
|
|
reg_tmp1.xyz = (fma_s(vs_in_reg9.xyzz, uniforms.f[5].zzzz, reg_tmp1)).xyz;
|
|
reg_tmp1.xyz = (fma_s(vs_in_reg10.xyzz, uniforms.f[5].yyyy, reg_tmp1)).xyz;
|
|
reg_tmp1.xyz = (fma_s(vs_in_reg11.xyzz, uniforms.f[5].xxxx, reg_tmp1)).xyz;
|
|
return false;
|
|
}
|
|
bool sub_2() {
|
|
reg_tmp2 = mul_s(uniforms.f[95].wwzz, vs_in_reg5);
|
|
address_registers.xy = ivec2(reg_tmp2.xy);
|
|
reg_tmp13 = fma_s(reg_tmp2.zzzz, uniforms.f[6 + address_registers.x].wzyx, reg_tmp13);
|
|
reg_tmp14 = fma_s(reg_tmp2.zzzz, uniforms.f[7 + address_registers.x].wzyx, reg_tmp14);
|
|
reg_tmp15 = fma_s(reg_tmp2.zzzz, uniforms.f[8 + address_registers.x].wzyx, reg_tmp15);
|
|
reg_tmp13 = fma_s(reg_tmp2.wwww, uniforms.f[6 + address_registers.y].wzyx, reg_tmp13);
|
|
reg_tmp14 = fma_s(reg_tmp2.wwww, uniforms.f[7 + address_registers.y].wzyx, reg_tmp14);
|
|
reg_tmp15 = fma_s(reg_tmp2.wwww, uniforms.f[8 + address_registers.y].wzyx, reg_tmp15);
|
|
if (uniforms.b[12]) {
|
|
sub_3();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_3() {
|
|
reg_tmp2 = mul_s(uniforms.f[95].wwww, vs_in_reg6);
|
|
reg_tmp3 = mul_s(uniforms.f[95].zzzz, vs_in_reg7);
|
|
address_registers.xy = ivec2(reg_tmp2.xy);
|
|
reg_tmp13 = fma_s(reg_tmp3.xxxx, uniforms.f[6 + address_registers.x].wzyx, reg_tmp13);
|
|
reg_tmp14 = fma_s(reg_tmp3.xxxx, uniforms.f[7 + address_registers.x].wzyx, reg_tmp14);
|
|
reg_tmp15 = fma_s(reg_tmp3.xxxx, uniforms.f[8 + address_registers.x].wzyx, reg_tmp15);
|
|
reg_tmp13 = fma_s(reg_tmp3.yyyy, uniforms.f[6 + address_registers.y].wzyx, reg_tmp13);
|
|
reg_tmp14 = fma_s(reg_tmp3.yyyy, uniforms.f[7 + address_registers.y].wzyx, reg_tmp14);
|
|
reg_tmp15 = fma_s(reg_tmp3.yyyy, uniforms.f[8 + address_registers.y].wzyx, reg_tmp15);
|
|
address_registers.xy = ivec2(reg_tmp2.zw);
|
|
reg_tmp13 = fma_s(reg_tmp3.zzzz, uniforms.f[6 + address_registers.x].wzyx, reg_tmp13);
|
|
reg_tmp14 = fma_s(reg_tmp3.zzzz, uniforms.f[7 + address_registers.x].wzyx, reg_tmp14);
|
|
reg_tmp15 = fma_s(reg_tmp3.zzzz, uniforms.f[8 + address_registers.x].wzyx, reg_tmp15);
|
|
reg_tmp13 = fma_s(reg_tmp3.wwww, uniforms.f[6 + address_registers.y].wzyx, reg_tmp13);
|
|
reg_tmp14 = fma_s(reg_tmp3.wwww, uniforms.f[7 + address_registers.y].wzyx, reg_tmp14);
|
|
reg_tmp15 = fma_s(reg_tmp3.wwww, uniforms.f[8 + address_registers.y].wzyx, reg_tmp15);
|
|
return false;
|
|
}
|
|
bool sub_4() {
|
|
reg_tmp11.xy = (vs_in_reg6.xyxy).xy;
|
|
return false;
|
|
}
|
|
bool sub_5() {
|
|
reg_tmp1 = uniforms.f[94].zzzz;
|
|
reg_tmp11.xy = (fma_s(reg_tmp9.xyxy, reg_tmp1, reg_tmp1)).xy;
|
|
return false;
|
|
}
|
|
bool sub_6() {
|
|
vs_out_attr2.z = rcp_s(reg_tmp3.x);
|
|
vs_out_attr2.xy = (mul_s(reg_tmp4, reg_tmp3)).xy;
|
|
vs_out_attr2.w = (uniforms.f[94].yyyy).w;
|
|
return false;
|
|
}
|
|
bool sub_7() {
|
|
vs_out_attr2.x = (uniforms.f[94].wwww).x;
|
|
vs_out_attr2.yzw = (uniforms.f[94].yyyy).yzw;
|
|
return false;
|
|
}
|
|
bool sub_8() {
|
|
vs_out_attr5.x = dot_s(uniforms.f[89].wzyx, reg_tmp8);
|
|
vs_out_attr5.y = dot_s(uniforms.f[90].wzyx, reg_tmp8);
|
|
vs_out_attr5.zw = vec2(dot_s(uniforms.f[91].wzyx, reg_tmp8));
|
|
return false;
|
|
}
|
|
bool sub_9() {
|
|
if (uniforms.b[2]) {
|
|
sub_10();
|
|
} else {
|
|
sub_11();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_10() {
|
|
reg_tmp3 = -uniforms.f[92].wzyx + reg_tmp8;
|
|
reg_tmp3.w = (uniforms.f[94].yyyy).w;
|
|
reg_tmp5.x = dot_3(vs_in_reg1.xyz, reg_tmp13.xyz);
|
|
reg_tmp5.y = dot_3(vs_in_reg1.xyz, reg_tmp14.xyz);
|
|
reg_tmp5.z = dot_3(vs_in_reg1.xyz, reg_tmp15.xyz);
|
|
reg_tmp4.x = dot_s(reg_tmp3, reg_tmp3);
|
|
reg_tmp4.x = rsq_s(reg_tmp4.x);
|
|
reg_tmp4 = mul_s(reg_tmp3, reg_tmp4.xxxx);
|
|
reg_tmp5.w = (uniforms.f[94].yyyy).w;
|
|
reg_tmp6.x = dot_s(reg_tmp5, reg_tmp5);
|
|
reg_tmp6.x = rsq_s(reg_tmp6.x);
|
|
reg_tmp6 = mul_s(reg_tmp5, reg_tmp6.xxxx);
|
|
reg_tmp2 = vec4(dot_3(reg_tmp4.xyz, reg_tmp6.xyz));
|
|
reg_tmp2 = mul_s(uniforms.f[93].wwww, reg_tmp2);
|
|
reg_tmp2 = mul_s(reg_tmp6, reg_tmp2.xxxx);
|
|
vs_out_attr5 = reg_tmp4 + -reg_tmp2;
|
|
return false;
|
|
}
|
|
bool sub_11() {
|
|
vs_out_attr5 = reg_tmp10;
|
|
return false;
|
|
}
|
|
// reference: D6CCF58E8889CBBC, 22186AF454C341E4
|
|
// shader: 8DD9, A29BAEF5C1BA44F2
|
|
|
|
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[2].x, vtx.attributes[2].y, vtx.attributes[2].z, vtx.attributes[2].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[4].x, vtx.attributes[4].y, vtx.attributes[4].z, vtx.attributes[4].w);
|
|
primary_color = min(abs(vtx_color), vec4(1.0));
|
|
|
|
texcoord0 = vec2(vtx.attributes[5].x, vtx.attributes[5].y);
|
|
texcoord1 = vec2(vtx.attributes[1].x, vtx.attributes[1].y);
|
|
|
|
texcoord0_w = vtx.attributes[5].z;
|
|
view = vec3(vtx.attributes[3].x, vtx.attributes[3].y, vtx.attributes[3].z);
|
|
texcoord2 = vec2(vtx.attributes[1].z, vtx.attributes[1].w);
|
|
|
|
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: 2999884939626C3C, A29BAEF5C1BA44F2
|
|
// shader: 8B30, E0995AB3525A3C6C
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
light_vector = normalize(light_src[1].position + view);
|
|
spot_dir = light_src[1].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[1].diffuse * dot_product) + light_src[1].ambient) * LookupLightingLUTUnsigned(17, clamp(light_src[1].dist_atten_scale * length(-view - light_src[1].position) + light_src[1].dist_atten_bias, 0.0, 1.0)) * 1.0;
|
|
specular_sum.rgb += ((light_src[1].specular_0) + (refl_value * light_src[1].specular_1)) * clamp_highlights * LookupLightingLUTUnsigned(17, clamp(light_src[1].dist_atten_scale * length(-view - light_src[1].position) + light_src[1].dist_atten_bias, 0.0, 1.0)) * 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) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((rounded_primary_color.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (last_tex_env_out.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;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp((texture(tex_cube, vec3(texcoord0, texcoord0_w)).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;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (texcolor1.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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;
|
|
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: 554D9EBA83963887, E0995AB3525A3C6C
|
|
// program: 22186AF454C341E4, A29BAEF5C1BA44F2, E0995AB3525A3C6C
|
|
// reference: 11992A6F13CB116A, 7974F3663498993D
|
|
// shader: 8B30, 30B703594147E54C
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: D4F4BEF9BEAA1363, 30B703594147E54C
|
|
// program: 821B2E6F196E4B62, 6B49BF5FD5349480, 30B703594147E54C
|
|
// reference: D4F4BEF913CB116A, 7974F3663498993D
|
|
// reference: 6B173230E819ADDF, 34BED21BE5F81B21
|
|
// shader: 8B31, 618378764C54D2BC
|
|
|
|
#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;
|
|
|
|
void main() {
|
|
vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
exec_shader();
|
|
}
|
|
bvec2 conditional_code = bvec2(false);
|
|
ivec3 address_registers = ivec3(0);
|
|
vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
bool sub_0();
|
|
|
|
bool exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_0() {
|
|
reg_tmp1 = vec4(lessThan(vs_in_reg0.xyyy, -vs_in_reg0.xyyy));
|
|
reg_tmp2 = vec4(lessThan(-vs_in_reg0.xyyy, vs_in_reg0.xyyy));
|
|
reg_tmp0 = reg_tmp2 + -reg_tmp1;
|
|
reg_tmp0.zw = (uniforms.f[90].wzwz).zw;
|
|
vs_out_attr0 = reg_tmp0;
|
|
reg_tmp1 = abs(vs_in_reg0.xyyy);
|
|
reg_tmp11.x = rcp_s(reg_tmp1.x);
|
|
reg_tmp11.y = rcp_s(reg_tmp1.y);
|
|
reg_tmp10 = mul_s(vs_in_reg0.zwzw, reg_tmp11.xyxy);
|
|
vs_out_attr1 = reg_tmp10.xyxy;
|
|
vs_out_attr2 = reg_tmp10.xyxy;
|
|
return true;
|
|
}
|
|
// reference: 12644881ACA459CD, 618378764C54D2BC
|
|
// shader: 8DD9, 2FFCFD3BCBB0B878
|
|
|
|
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(0.0, 0.0, 0.0, 0.0);
|
|
primary_color = min(abs(vtx_color), vec4(1.0));
|
|
|
|
texcoord0 = vec2(vtx.attributes[1].x, vtx.attributes[1].y);
|
|
texcoord1 = vec2(vtx.attributes[1].z, vtx.attributes[1].w);
|
|
|
|
texcoord0_w = 0.0;
|
|
view = vec3(0.0, 0.0, 0.0);
|
|
texcoord2 = vec2(vtx.attributes[2].x, vtx.attributes[2].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[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: 740EEEAAB290EC56, 2FFCFD3BCBB0B878
|
|
// shader: 8B30, F63831B89ABA550B
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 * 2.0, alpha_output_0 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_1 = byteround(clamp((texcolor0.ggg) - (const_color[1].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.r);
|
|
last_tex_env_out = vec4(color_output_1 * 2.0, alpha_output_1 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp((texcolor0.bbb) - (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 * 2.0, alpha_output_2 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) + (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_4 * 2.0, alpha_output_4 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
|
|
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: 52A13DB132A2DFEE, F63831B89ABA550B
|
|
// program: 618378764C54D2BC, 2FFCFD3BCBB0B878, F63831B89ABA550B
|
|
// shader: 8B31, B7CC05B4C0A6559A
|
|
|
|
#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;
|
|
|
|
void main() {
|
|
vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
exec_shader();
|
|
}
|
|
bvec2 conditional_code = bvec2(false);
|
|
ivec3 address_registers = ivec3(0);
|
|
vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
bool sub_0();
|
|
|
|
bool exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_0() {
|
|
reg_tmp1 = vec4(lessThan(vs_in_reg0.xyyy, -vs_in_reg0.xyyy));
|
|
reg_tmp2 = vec4(lessThan(-vs_in_reg0.xyyy, vs_in_reg0.xyyy));
|
|
reg_tmp0 = reg_tmp2 + -reg_tmp1;
|
|
reg_tmp0.zw = (uniforms.f[90].wzwz).zw;
|
|
vs_out_attr0 = reg_tmp0;
|
|
reg_tmp1 = abs(vs_in_reg0.xyyy);
|
|
reg_tmp11.x = rcp_s(reg_tmp1.x);
|
|
reg_tmp11.y = rcp_s(reg_tmp1.y);
|
|
reg_tmp10 = mul_s(vs_in_reg0.zwzw, reg_tmp11.xyxy);
|
|
reg_tmp1 = reg_tmp10.xyxy;
|
|
reg_tmp2 = reg_tmp10.xyxy;
|
|
reg_tmp1 = uniforms.f[5].wzyx + reg_tmp1;
|
|
vs_out_attr1 = reg_tmp1;
|
|
vs_out_attr2 = reg_tmp2;
|
|
return true;
|
|
}
|
|
// reference: C4DA7B34FC98E414, B7CC05B4C0A6559A
|
|
// shader: 8B30, AE7CB40E411B6D93
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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((texcolor0.rgb) * (const_color[0].rgb) + (texcolor1.rgb) * (vec3(1.0) - (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((last_tex_env_out.rgb) * (const_color[1].rgb) + (texcolor2.rgb) * (vec3(1.0) - (const_color[1].rgb)), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (texcolor0.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: 6C5884352934E1EB, AE7CB40E411B6D93
|
|
// program: B7CC05B4C0A6559A, 2FFCFD3BCBB0B878, AE7CB40E411B6D93
|
|
// program: 618378764C54D2BC, 2FFCFD3BCBB0B878, 30B703594147E54C
|
|
// shader: 8B30, CFB695EB731701B7
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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((texcolor0.rgb) + (texcolor1.rgb), vec3(0.0), vec3(1.0)));
|
|
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;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) + (texcolor2.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (const_color[1].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 = (texcolor0.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: 9137C34418C9FBF5, CFB695EB731701B7
|
|
// program: 618378764C54D2BC, 2FFCFD3BCBB0B878, CFB695EB731701B7
|
|
// shader: 8B31, 70334CCBBF56C39B
|
|
|
|
#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_0();
|
|
|
|
bool exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_0() {
|
|
reg_tmp0 = vs_in_reg0.xyyy;
|
|
reg_tmp0.zw = (uniforms.f[90].wzwz).zw;
|
|
reg_tmp1.xy = (vs_in_reg0.zwzw).xy;
|
|
reg_tmp1.zw = (vs_in_reg1.xyxy).zw;
|
|
reg_tmp2 = vs_in_reg1.zwzw;
|
|
vs_out_attr0 = reg_tmp0;
|
|
vs_out_attr1 = reg_tmp1;
|
|
vs_out_attr2 = reg_tmp2;
|
|
return true;
|
|
}
|
|
// reference: 8E774ABE21AAFFB6, 70334CCBBF56C39B
|
|
// shader: 8B30, 717AD08F5687F31E
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 = (texcolor2.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;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (const_color[1].rgb) + (texcolor1.rgb) * (vec3(1.0) - (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) + (texcolor0.rgb) * (vec3(1.0) - (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;
|
|
|
|
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: C62A63A7F5DB09BB, 717AD08F5687F31E
|
|
// program: 70334CCBBF56C39B, 2FFCFD3BCBB0B878, 717AD08F5687F31E
|
|
// shader: 8B30, A8E89446D7AFA4F2
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 = (texcolor2.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;
|
|
|
|
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (const_color[1].rgb) + (texcolor1.rgb) * (vec3(1.0) - (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) + (texcolor0.rgb) * (vec3(1.0) - (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) * (const_color[3].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 * 2.0, alpha_output_3 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: D010846721C08EB7, A8E89446D7AFA4F2
|
|
// program: 70334CCBBF56C39B, 2FFCFD3BCBB0B878, A8E89446D7AFA4F2
|
|
// shader: 8B30, 67752E053E133AEE
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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 = shadowTexture(texcoord0, texcoord0_w);
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (refl_value * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.a *= shadow.a;
|
|
specular_sum.a *= shadow.a;
|
|
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) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((secondary_fragment_color.aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor1.a) * (rounded_primary_color.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;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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;
|
|
|
|
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: 377D13AB1AAADF14, 67752E053E133AEE
|
|
// program: 270E94B55796EDB7, B99A1F5927E7BF45, 67752E053E133AEE
|
|
// shader: 8B30, D8938B8983452067
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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 = shadowTexture(texcoord0, texcoord0_w);
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0 * shadow.rgb;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (refl_value * light_src[0].specular_1)) * clamp_highlights * 1.0 * shadow.rgb;
|
|
diffuse_sum.a *= shadow.a;
|
|
specular_sum.a *= shadow.a;
|
|
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) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (texcolor1.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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;
|
|
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: A949825172C9C5D1, D8938B8983452067
|
|
// program: 270E94B55796EDB7, B99A1F5927E7BF45, D8938B8983452067
|
|
// shader: 8B30, 1606015A43E85759
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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 = shadowTexture(texcoord0, texcoord0_w);
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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 * shadow.rgb;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (refl_value * light_src[0].specular_1)) * clamp_highlights * 1.0 * shadow.rgb;
|
|
light_vector = normalize(light_src[1].position + view);
|
|
spot_dir = light_src[1].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[1].diffuse * dot_product) + light_src[1].ambient) * LookupLightingLUTUnsigned(17, clamp(light_src[1].dist_atten_scale * length(-view - light_src[1].position) + light_src[1].dist_atten_bias, 0.0, 1.0)) * 1.0 * shadow.rgb;
|
|
specular_sum.rgb += ((light_src[1].specular_0) + (refl_value * light_src[1].specular_1)) * clamp_highlights * LookupLightingLUTUnsigned(17, clamp(light_src[1].dist_atten_scale * length(-view - light_src[1].position) + light_src[1].dist_atten_bias, 0.0, 1.0)) * 1.0 * shadow.rgb;
|
|
diffuse_sum.a *= shadow.a;
|
|
specular_sum.a *= shadow.a;
|
|
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) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (texcolor1.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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;
|
|
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: BF57967FD465889C, 1606015A43E85759
|
|
// program: 22186AF454C341E4, A29BAEF5C1BA44F2, 1606015A43E85759
|
|
// shader: 8B30, D93A97F40FE3F073
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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 = shadowTexture(texcoord0, texcoord0_w);
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (refl_value * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.a *= shadow.a;
|
|
specular_sum.a *= shadow.a;
|
|
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) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (texcolor1.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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;
|
|
|
|
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: 3C1A3A2F9E7E2ED2, D93A97F40FE3F073
|
|
// program: 270E94B55796EDB7, B99A1F5927E7BF45, D93A97F40FE3F073
|
|
// shader: 8B30, 79BAB145BB7E966B
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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 = shadowTexture(texcoord0, texcoord0_w);
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (refl_value * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.a *= shadow.a;
|
|
specular_sum.a *= shadow.a;
|
|
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) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((secondary_fragment_color.aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (texcolor1.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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;
|
|
|
|
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: 3C1A3A2F1AAADF14, 79BAB145BB7E966B
|
|
// program: 270E94B55796EDB7, B99A1F5927E7BF45, 79BAB145BB7E966B
|
|
// reference: 14A478AF86D88673, BB7F43EB369B7B08
|
|
// shader: 8B31, C2BC311B77541DBD
|
|
|
|
#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;
|
|
|
|
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);
|
|
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 exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_0() {
|
|
reg_tmp0 = uniforms.f[4].wwww;
|
|
conditional_code = equal(uniforms.f[5].wz, reg_tmp0.xy);
|
|
if (any(conditional_code)) {
|
|
sub_1();
|
|
} else {
|
|
sub_2();
|
|
}
|
|
reg_tmp0 = vs_in_reg0.zwzw;
|
|
reg_tmp0.zw = (uniforms.f[90].wzwz).zw;
|
|
reg_tmp2.x = dot_s(uniforms.f[6].wzyx, reg_tmp0);
|
|
reg_tmp2.y = dot_s(uniforms.f[7].wzyx, reg_tmp0);
|
|
vs_out_attr0 = reg_tmp1;
|
|
vs_out_attr1 = reg_tmp2.xyxy;
|
|
return true;
|
|
}
|
|
bool sub_1() {
|
|
reg_tmp1.xy = (vs_in_reg0.xyyy).xy;
|
|
reg_tmp1.zw = (uniforms.f[90].wzwz).zw;
|
|
return false;
|
|
}
|
|
bool sub_2() {
|
|
reg_tmp1.xy = (uniforms.f[90].yxyx).xy;
|
|
reg_tmp1.zw = (uniforms.f[90].wzwz).zw;
|
|
return false;
|
|
}
|
|
// reference: 1969AD0250C11774, C2BC311B77541DBD
|
|
// shader: 8B30, E7C75A2FFF03996B
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 combiner_buffer = vec4(0.0);
|
|
vec4 next_combiner_buffer = tev_combiner_buffer_color;
|
|
vec4 last_tex_env_out = vec4(0.0);
|
|
vec3 color_output_0 = byteround(clamp((texcolor0.rgb) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (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: 0A45E4E6E876F49A, E7C75A2FFF03996B
|
|
// program: C2BC311B77541DBD, 6B49BF5FD5349480, E7C75A2FFF03996B
|
|
// shader: 8B31, 2A2E1A8AA22599BA
|
|
|
|
#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 = 2) in vec4 vs_in_reg2;
|
|
layout(location = 3) in vec4 vs_in_reg3;
|
|
layout(location = 5) in vec4 vs_in_reg5;
|
|
layout(location = 6) in vec4 vs_in_reg6;
|
|
layout(location = 7) in vec4 vs_in_reg7;
|
|
|
|
out vec4 vs_out_attr0;
|
|
out vec4 vs_out_attr1;
|
|
|
|
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);
|
|
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 exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_0() {
|
|
reg_tmp1 = vs_in_reg0.xyzz;
|
|
reg_tmp1.w = (uniforms.f[95].wwww).w;
|
|
reg_tmp4 = mul_s(uniforms.f[92].wzyx, vs_in_reg3);
|
|
address_registers.xy = ivec2(reg_tmp4.xy);
|
|
reg_tmp12 = mul_s(uniforms.f[5 + address_registers.x].wzyx, reg_tmp4.zzzz);
|
|
reg_tmp13 = mul_s(uniforms.f[6 + address_registers.x].wzyx, reg_tmp4.zzzz);
|
|
reg_tmp14 = mul_s(uniforms.f[7 + address_registers.x].wzyx, reg_tmp4.zzzz);
|
|
reg_tmp12 = fma_s(reg_tmp4.wwww, uniforms.f[5 + address_registers.y].wzyx, reg_tmp12);
|
|
reg_tmp13 = fma_s(reg_tmp4.wwww, uniforms.f[6 + address_registers.y].wzyx, reg_tmp13);
|
|
reg_tmp14 = fma_s(reg_tmp4.wwww, uniforms.f[7 + address_registers.y].wzyx, reg_tmp14);
|
|
if (uniforms.b[11]) {
|
|
sub_1();
|
|
}
|
|
if (uniforms.b[12]) {
|
|
sub_2();
|
|
}
|
|
reg_tmp8.x = dot_s(reg_tmp1, reg_tmp12);
|
|
reg_tmp8.y = dot_s(reg_tmp1, reg_tmp13);
|
|
reg_tmp8.z = dot_s(reg_tmp1, reg_tmp14);
|
|
reg_tmp8.w = (uniforms.f[95].wwww).w;
|
|
vs_out_attr0.x = dot_s(uniforms.f[0].wzyx, reg_tmp8);
|
|
vs_out_attr0.y = dot_s(uniforms.f[1].wzyx, reg_tmp8);
|
|
vs_out_attr0.z = dot_s(-uniforms.f[2].wzyx, reg_tmp8);
|
|
vs_out_attr0.w = dot_s(uniforms.f[3].wzyx, reg_tmp8);
|
|
reg_tmp3 = vs_in_reg2.xyyy;
|
|
reg_tmp3.z = (uniforms.f[95].xxxx).z;
|
|
reg_tmp3.w = (uniforms.f[95].wwww).w;
|
|
reg_tmp4.xz = vec2(dot_s(uniforms.f[77].wzyx, reg_tmp3));
|
|
reg_tmp4.yw = vec2(dot_s(uniforms.f[78].wzyx, reg_tmp3));
|
|
vs_out_attr1 = reg_tmp4;
|
|
return true;
|
|
}
|
|
bool sub_1() {
|
|
reg_tmp4 = mul_s(uniforms.f[92].wzyx, vs_in_reg5);
|
|
address_registers.xy = ivec2(reg_tmp4.xy);
|
|
reg_tmp12 = fma_s(reg_tmp4.zzzz, uniforms.f[5 + address_registers.x].wzyx, reg_tmp12);
|
|
reg_tmp13 = fma_s(reg_tmp4.zzzz, uniforms.f[6 + address_registers.x].wzyx, reg_tmp13);
|
|
reg_tmp14 = fma_s(reg_tmp4.zzzz, uniforms.f[7 + address_registers.x].wzyx, reg_tmp14);
|
|
reg_tmp12 = fma_s(reg_tmp4.wwww, uniforms.f[5 + address_registers.y].wzyx, reg_tmp12);
|
|
reg_tmp13 = fma_s(reg_tmp4.wwww, uniforms.f[6 + address_registers.y].wzyx, reg_tmp13);
|
|
reg_tmp14 = fma_s(reg_tmp4.wwww, uniforms.f[7 + address_registers.y].wzyx, reg_tmp14);
|
|
return false;
|
|
}
|
|
bool sub_2() {
|
|
reg_tmp4 = mul_s(uniforms.f[95].zzzz, vs_in_reg6);
|
|
reg_tmp5 = mul_s(uniforms.f[95].yyyy, vs_in_reg7);
|
|
address_registers.xy = ivec2(reg_tmp4.xy);
|
|
reg_tmp12 = fma_s(reg_tmp5.xxxx, uniforms.f[5 + address_registers.x].wzyx, reg_tmp12);
|
|
reg_tmp13 = fma_s(reg_tmp5.xxxx, uniforms.f[6 + address_registers.x].wzyx, reg_tmp13);
|
|
reg_tmp14 = fma_s(reg_tmp5.xxxx, uniforms.f[7 + address_registers.x].wzyx, reg_tmp14);
|
|
reg_tmp12 = fma_s(reg_tmp5.yyyy, uniforms.f[5 + address_registers.y].wzyx, reg_tmp12);
|
|
reg_tmp13 = fma_s(reg_tmp5.yyyy, uniforms.f[6 + address_registers.y].wzyx, reg_tmp13);
|
|
reg_tmp14 = fma_s(reg_tmp5.yyyy, uniforms.f[7 + address_registers.y].wzyx, reg_tmp14);
|
|
address_registers.xy = ivec2(reg_tmp4.zw);
|
|
reg_tmp12 = fma_s(reg_tmp5.zzzz, uniforms.f[5 + address_registers.x].wzyx, reg_tmp12);
|
|
reg_tmp13 = fma_s(reg_tmp5.zzzz, uniforms.f[6 + address_registers.x].wzyx, reg_tmp13);
|
|
reg_tmp14 = fma_s(reg_tmp5.zzzz, uniforms.f[7 + address_registers.x].wzyx, reg_tmp14);
|
|
reg_tmp12 = fma_s(reg_tmp5.wwww, uniforms.f[5 + address_registers.y].wzyx, reg_tmp12);
|
|
reg_tmp13 = fma_s(reg_tmp5.wwww, uniforms.f[6 + address_registers.y].wzyx, reg_tmp13);
|
|
reg_tmp14 = fma_s(reg_tmp5.wwww, uniforms.f[7 + address_registers.y].wzyx, reg_tmp14);
|
|
return false;
|
|
}
|
|
// reference: D0B4B4C330EE6011, 2A2E1A8AA22599BA
|
|
// shader: 8DD9, B08A1382F46AA708
|
|
|
|
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[];
|
|
struct Vertex {
|
|
vec4 attributes[2];
|
|
};
|
|
|
|
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(0.0, 0.0, 0.0, 0.0);
|
|
primary_color = min(abs(vtx_color), vec4(1.0));
|
|
|
|
texcoord0 = vec2(0.0, 0.0);
|
|
texcoord1 = vec2(vtx.attributes[1].x, vtx.attributes[1].y);
|
|
|
|
texcoord0_w = 0.0;
|
|
view = vec3(0.0, 0.0, 0.0);
|
|
texcoord2 = vec2(vtx.attributes[1].z, vtx.attributes[1].w);
|
|
|
|
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[2](vs_out_attr0[0], vs_out_attr1[0]);
|
|
prim_buffer[1].attributes = vec4[2](vs_out_attr0[1], vs_out_attr1[1]);
|
|
prim_buffer[2].attributes = vec4[2](vs_out_attr0[2], vs_out_attr1[2]);
|
|
EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);
|
|
}
|
|
// reference: F155A33764C29FD9, B08A1382F46AA708
|
|
// shader: 8B30, EFD2FD22A44CEC0C
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = texcolor0;
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (refl_value * 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) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (const_color[3].a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((secondary_fragment_color.rgb) + (secondary_fragment_color.aaa), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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: 502BE3BF0E0EE40C, EFD2FD22A44CEC0C
|
|
// program: 22186AF454C341E4, A29BAEF5C1BA44F2, EFD2FD22A44CEC0C
|
|
// shader: 8B30, 895E44BD60CC7857
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = texcolor0;
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (refl_value * 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) * (const_color[0].rgb), 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;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (const_color[3].a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((secondary_fragment_color.rgb) + (secondary_fragment_color.aaa), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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: 502BE3BF870EEB40, 895E44BD60CC7857
|
|
// program: 22186AF454C341E4, A29BAEF5C1BA44F2, 895E44BD60CC7857
|
|
// shader: 8B30, 5BAB52E5626B643D
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = texcolor0;
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (refl_value * 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) * (const_color[0].rgb), 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;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (texcolor2.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (const_color[3].a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((secondary_fragment_color.rgb) + (texcolor2.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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: E31805C6B504C337, 5BAB52E5626B643D
|
|
// program: 22186AF454C341E4, A29BAEF5C1BA44F2, 5BAB52E5626B643D
|
|
// shader: 8B30, 44776903C2844A30
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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((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;
|
|
|
|
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;
|
|
|
|
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: 4609680CDE585AFD, 44776903C2844A30
|
|
// program: E45928C189BB7782, 219384019281D7FD, 44776903C2844A30
|
|
// reference: C5785BC10E0EE40C, EFD2FD22A44CEC0C
|
|
// reference: C5785BC1870EEB40, 895E44BD60CC7857
|
|
// reference: 764BBDB8B504C337, 5BAB52E5626B643D
|
|
// shader: 8B30, 1936FE55892D528E
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = texcolor0;
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * 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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[1].specular_0) + (refl_value * 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((texcolor1.rgb) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (const_color[3].a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((secondary_fragment_color.rgb) + (secondary_fragment_color.aaa), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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: D3664FEF49F7EBAA, 1936FE55892D528E
|
|
// program: 22186AF454C341E4, A29BAEF5C1BA44F2, 1936FE55892D528E
|
|
// shader: 8B30, 9A74E489080D6FEC
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = texcolor0;
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * 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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[1].specular_0) + (refl_value * 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((texcolor1.rgb) * (const_color[0].rgb), 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;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (const_color[3].a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((secondary_fragment_color.rgb) + (secondary_fragment_color.aaa), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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: D3664FEFC0F7E4E6, 9A74E489080D6FEC
|
|
// program: 22186AF454C341E4, A29BAEF5C1BA44F2, 9A74E489080D6FEC
|
|
// shader: 8B30, 77A28655679C6927
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = texcolor0;
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * 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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[1].specular_0) + (refl_value * 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((texcolor1.rgb) * (const_color[0].rgb), 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;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (texcolor2.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (const_color[3].a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((secondary_fragment_color.rgb) + (texcolor2.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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: 6055A996F2FDCC91, 77A28655679C6927
|
|
// program: 22186AF454C341E4, A29BAEF5C1BA44F2, 77A28655679C6927
|
|
// shader: 8B31, 612486AEC7DF8A6F
|
|
|
|
#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 = 2) in vec4 vs_in_reg2;
|
|
layout(location = 3) in vec4 vs_in_reg3;
|
|
|
|
out vec4 vs_out_attr0;
|
|
out vec4 vs_out_attr1;
|
|
out vec4 vs_out_attr2;
|
|
|
|
void main() {
|
|
vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
exec_shader();
|
|
}
|
|
bvec2 conditional_code = bvec2(false);
|
|
ivec3 address_registers = ivec3(0);
|
|
vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
bool sub_0();
|
|
bool sub_1();
|
|
bool sub_2();
|
|
bool sub_3();
|
|
|
|
bool exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_0() {
|
|
reg_tmp1 = vs_in_reg0.xyzz;
|
|
reg_tmp1.w = (uniforms.f[94].wwww).w;
|
|
reg_tmp3 = vs_in_reg2.xyyy;
|
|
reg_tmp3.zw = (uniforms.f[95].yxyx).zw;
|
|
reg_tmp8.w = (uniforms.f[94].wwww).w;
|
|
reg_tmp8.x = dot_s(uniforms.f[5].wzyx, reg_tmp1);
|
|
reg_tmp8.y = dot_s(uniforms.f[6].wzyx, reg_tmp1);
|
|
reg_tmp8.z = dot_s(uniforms.f[7].wzyx, reg_tmp1);
|
|
vs_out_attr2.xz = vec2(dot_s(uniforms.f[8].wzyx, reg_tmp3));
|
|
vs_out_attr2.yw = vec2(dot_s(uniforms.f[9].wzyx, reg_tmp3));
|
|
if (uniforms.b[9]) {
|
|
sub_1();
|
|
} else {
|
|
sub_3();
|
|
}
|
|
vs_out_attr0.x = dot_s(uniforms.f[0].wzyx, reg_tmp8);
|
|
vs_out_attr0.y = dot_s(uniforms.f[1].wzyx, reg_tmp8);
|
|
vs_out_attr0.z = dot_s(-uniforms.f[2].wzyx, reg_tmp8);
|
|
vs_out_attr0.w = dot_s(uniforms.f[3].wzyx, reg_tmp8);
|
|
vs_out_attr1.xyz = (mul_s(uniforms.f[94].xxxx, reg_tmp0)).xyz;
|
|
vs_out_attr1.w = (reg_tmp0).w;
|
|
return true;
|
|
}
|
|
bool sub_1() {
|
|
reg_tmp5 = mul_s(uniforms.f[94].zzzz, vs_in_reg3);
|
|
reg_tmp1 = uniforms.f[94].yyyy + -reg_tmp5;
|
|
reg_tmp2.x = rcp_s(reg_tmp1.x);
|
|
reg_tmp2.y = rcp_s(reg_tmp1.y);
|
|
reg_tmp2.z = rcp_s(reg_tmp1.z);
|
|
reg_tmp0.xyz = (mul_s(reg_tmp5, reg_tmp2)).xyz;
|
|
reg_tmp0.w = (uniforms.f[94].wwww).w;
|
|
if (uniforms.b[0]) {
|
|
sub_2();
|
|
}
|
|
reg_tmp0 = mul_s(uniforms.f[10].wzyx, reg_tmp0);
|
|
return false;
|
|
}
|
|
bool sub_2() {
|
|
reg_tmp0.w = (reg_tmp5.wwww).w;
|
|
return false;
|
|
}
|
|
bool sub_3() {
|
|
reg_tmp0 = uniforms.f[10].wzyx;
|
|
return false;
|
|
}
|
|
// reference: C1E662C790F15A9E, 612486AEC7DF8A6F
|
|
// shader: 8DD9, F69B8E10DA0FCA88
|
|
|
|
layout(triangles) in;
|
|
layout(triangle_strip, max_vertices = 3) out;
|
|
|
|
out vec4 primary_color;
|
|
out vec2 texcoord0;
|
|
out vec2 texcoord1;
|
|
out vec2 texcoord2;
|
|
out float texcoord0_w;
|
|
out vec4 normquat;
|
|
out vec3 view;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
in vec4 vs_out_attr0[];
|
|
in vec4 vs_out_attr1[];
|
|
in vec4 vs_out_attr2[];
|
|
struct Vertex {
|
|
vec4 attributes[3];
|
|
};
|
|
|
|
vec4 GetVertexQuaternion(Vertex vtx) {
|
|
return vec4(0.0, 0.0, 0.0, 0.0);
|
|
}
|
|
|
|
void EmitVtx(Vertex vtx, bool quats_opposite) {
|
|
vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
|
|
gl_Position = vtx_pos;
|
|
#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
gl_ClipDistance[0] = -vtx_pos.z;
|
|
gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
|
|
#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
|
|
vec4 vtx_quat = GetVertexQuaternion(vtx);
|
|
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
|
|
|
|
vec4 vtx_color = vec4(vtx.attributes[1].x, vtx.attributes[1].y, vtx.attributes[1].z, vtx.attributes[1].w);
|
|
primary_color = min(abs(vtx_color), vec4(1.0));
|
|
|
|
texcoord0 = vec2(0.0, 0.0);
|
|
texcoord1 = vec2(vtx.attributes[2].x, vtx.attributes[2].y);
|
|
|
|
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: 1C87E3F5EB92CC8C, F69B8E10DA0FCA88
|
|
// shader: 8B30, 9D618FE485A87A98
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((texcolor1.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;
|
|
|
|
vec3 color_output_5 = (last_tex_env_out.rgb);
|
|
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;
|
|
|
|
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: 4F98C24F35DB0511, 9D618FE485A87A98
|
|
// program: 612486AEC7DF8A6F, F69B8E10DA0FCA88, 9D618FE485A87A98
|
|
// shader: 8B31, 4CC0F2CF613B3FB7
|
|
|
|
#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 = 2) in vec4 vs_in_reg2;
|
|
layout(location = 3) in vec4 vs_in_reg3;
|
|
|
|
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_0();
|
|
bool sub_1();
|
|
bool sub_2();
|
|
bool sub_3();
|
|
|
|
bool exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_0() {
|
|
reg_tmp1 = vs_in_reg0.xyzz;
|
|
reg_tmp1.w = (uniforms.f[94].wwww).w;
|
|
reg_tmp3 = vs_in_reg2.xyyy;
|
|
reg_tmp3.zw = (uniforms.f[95].yxyx).zw;
|
|
reg_tmp8.w = (uniforms.f[94].wwww).w;
|
|
reg_tmp8.x = dot_s(uniforms.f[5].wzyx, reg_tmp1);
|
|
reg_tmp8.y = dot_s(uniforms.f[6].wzyx, reg_tmp1);
|
|
reg_tmp8.z = dot_s(uniforms.f[7].wzyx, reg_tmp1);
|
|
vs_out_attr2.xz = vec2(dot_s(uniforms.f[8].wzyx, reg_tmp3));
|
|
vs_out_attr2.yw = vec2(dot_s(uniforms.f[9].wzyx, reg_tmp3));
|
|
if (uniforms.b[9]) {
|
|
sub_1();
|
|
} else {
|
|
sub_3();
|
|
}
|
|
vs_out_attr0.x = dot_s(uniforms.f[0].wzyx, reg_tmp8);
|
|
vs_out_attr0.y = dot_s(uniforms.f[1].wzyx, reg_tmp8);
|
|
vs_out_attr0.z = dot_s(-uniforms.f[2].wzyx, reg_tmp8);
|
|
vs_out_attr0.w = dot_s(uniforms.f[3].wzyx, reg_tmp8);
|
|
vs_out_attr3.x = dot_s(uniforms.f[11].wzyx, reg_tmp8);
|
|
vs_out_attr3.y = dot_s(uniforms.f[12].wzyx, reg_tmp8);
|
|
vs_out_attr3.zw = vec2(dot_s(uniforms.f[13].wzyx, reg_tmp8));
|
|
vs_out_attr1.xyz = (mul_s(uniforms.f[94].xxxx, reg_tmp0)).xyz;
|
|
vs_out_attr1.w = (reg_tmp0).w;
|
|
return true;
|
|
}
|
|
bool sub_1() {
|
|
reg_tmp5 = mul_s(uniforms.f[94].zzzz, vs_in_reg3);
|
|
reg_tmp1 = uniforms.f[94].yyyy + -reg_tmp5;
|
|
reg_tmp2.x = rcp_s(reg_tmp1.x);
|
|
reg_tmp2.y = rcp_s(reg_tmp1.y);
|
|
reg_tmp2.z = rcp_s(reg_tmp1.z);
|
|
reg_tmp0.xyz = (mul_s(reg_tmp5, reg_tmp2)).xyz;
|
|
reg_tmp0.w = (uniforms.f[94].wwww).w;
|
|
if (uniforms.b[0]) {
|
|
sub_2();
|
|
}
|
|
reg_tmp0 = mul_s(uniforms.f[10].wzyx, reg_tmp0);
|
|
return false;
|
|
}
|
|
bool sub_2() {
|
|
reg_tmp0.w = (reg_tmp5.wwww).w;
|
|
return false;
|
|
}
|
|
bool sub_3() {
|
|
reg_tmp0 = uniforms.f[10].wzyx;
|
|
return false;
|
|
}
|
|
// reference: 6C0AEF0A8123296C, 4CC0F2CF613B3FB7
|
|
// shader: 8DD9, 36482B4E295C6EDF
|
|
|
|
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(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[3].x, vtx.attributes[3].y);
|
|
texcoord1 = vec2(vtx.attributes[2].x, vtx.attributes[2].y);
|
|
|
|
texcoord0_w = vtx.attributes[3].z;
|
|
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[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: E0848BBF5E0215D9, 36482B4E295C6EDF
|
|
// shader: 8B30, F43295D7450BC7E7
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((texcolor1.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;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((shadowTexture(texcoord0, texcoord0_w).rgb) + (const_color[1].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = (last_tex_env_out.rgb);
|
|
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;
|
|
|
|
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: 07BE05EAD86B97FA, F43295D7450BC7E7
|
|
// program: 4CC0F2CF613B3FB7, 36482B4E295C6EDF, F43295D7450BC7E7
|
|
// reference: 1E32ED2235DB0511, 9D618FE485A87A98
|
|
// shader: 8B30, CCC3EC5ACEAF55B4
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((texcolor1.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;
|
|
|
|
vec3 color_output_5 = (last_tex_env_out.rgb);
|
|
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;
|
|
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: 1E32ED22D96CEE12, CCC3EC5ACEAF55B4
|
|
// program: 612486AEC7DF8A6F, F69B8E10DA0FCA88, CCC3EC5ACEAF55B4
|
|
// shader: 8B30, DF772864355F51D6
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((texcolor1.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;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((shadowTexture(texcoord0, texcoord0_w).rgb) + (const_color[1].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = (last_tex_env_out.rgb);
|
|
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;
|
|
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: 07BE05EA34DC7CF9, DF772864355F51D6
|
|
// program: 4CC0F2CF613B3FB7, 36482B4E295C6EDF, DF772864355F51D6
|
|
// reference: 3C1A3A2F11668591, 79BAB145BB7E966B
|
|
// shader: 8B30, 7DB86084B088A375
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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 = shadowTexture(texcoord0, texcoord0_w);
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (refl_value * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.a *= shadow.a;
|
|
specular_sum.a *= shadow.a;
|
|
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) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((secondary_fragment_color.aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor1.a) * (rounded_primary_color.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;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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;
|
|
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: 377D13ABFDD16E92, 7DB86084B088A375
|
|
// program: 270E94B55796EDB7, B99A1F5927E7BF45, 7DB86084B088A375
|
|
// program: 0000000000000000, 0000000000000000, 44776903C2844A30
|
|
// shader: 8B30, 7A2A9F5E151699CA
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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((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;
|
|
|
|
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 * 2.0, alpha_output_1 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
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: 4609680C8443EAA0, 7A2A9F5E151699CA
|
|
// program: 0000000000000000, 0000000000000000, 7A2A9F5E151699CA
|
|
// reference: 5CCCF89D76E01C64, 411AA67B9C4AA6C7
|
|
// shader: 8B30, 0B8FE93E7EE8410E
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = texcolor0;
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * 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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * light_src[1].specular_1)) * clamp_highlights * 1.0;
|
|
light_vector = normalize(light_src[2].position);
|
|
spot_dir = light_src[2].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[2].diffuse * dot_product) + light_src[2].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[2].specular_0) + (refl_value * light_src[2].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) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (const_color[3].a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((secondary_fragment_color.rgb) + (secondary_fragment_color.aaa), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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: CC711A2AA6FE2E03, 0B8FE93E7EE8410E
|
|
// program: 22186AF454C341E4, A29BAEF5C1BA44F2, 0B8FE93E7EE8410E
|
|
// shader: 8B30, 81D3D1C70B7DB21A
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = texcolor0;
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * 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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * light_src[1].specular_1)) * clamp_highlights * 1.0;
|
|
light_vector = normalize(light_src[2].position);
|
|
spot_dir = light_src[2].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[2].diffuse * dot_product) + light_src[2].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[2].specular_0) + (refl_value * light_src[2].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) * (const_color[0].rgb), 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;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (const_color[3].a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((secondary_fragment_color.rgb) + (secondary_fragment_color.aaa), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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: CC711A2A2FFE214F, 81D3D1C70B7DB21A
|
|
// program: 22186AF454C341E4, A29BAEF5C1BA44F2, 81D3D1C70B7DB21A
|
|
// shader: 8B30, D500106C2E5B3A11
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = texcolor0;
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * 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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * light_src[1].specular_1)) * clamp_highlights * 1.0;
|
|
light_vector = normalize(light_src[2].position);
|
|
spot_dir = light_src[2].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[2].diffuse * dot_product) + light_src[2].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[2].specular_0) + (refl_value * light_src[2].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) * (const_color[0].rgb), 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;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (texcolor2.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (const_color[3].a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((secondary_fragment_color.rgb) + (texcolor2.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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: 7F42FC531DF40938, D500106C2E5B3A11
|
|
// program: 22186AF454C341E4, A29BAEF5C1BA44F2, D500106C2E5B3A11
|
|
// shader: 8B30, 319DA47384986C53
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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 = shadowTexture(texcoord0, texcoord0_w);
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * 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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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 * shadow.rgb;
|
|
specular_sum.rgb += ((light_src[1].specular_0) + (refl_value * light_src[1].specular_1)) * clamp_highlights * 1.0 * shadow.rgb;
|
|
light_vector = normalize(light_src[2].position);
|
|
spot_dir = light_src[2].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[2].diffuse * dot_product) + light_src[2].ambient) * 1.0 * shadow.rgb;
|
|
specular_sum.rgb += ((light_src[2].specular_0) + (refl_value * light_src[2].specular_1)) * clamp_highlights * 1.0 * shadow.rgb;
|
|
diffuse_sum.a *= shadow.a;
|
|
specular_sum.a *= shadow.a;
|
|
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) * (const_color[0].rgb), 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;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (const_color[3].a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((secondary_fragment_color.rgb) + (secondary_fragment_color.aaa), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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;
|
|
|
|
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: 4EB0F3B0D8934AB0, 319DA47384986C53
|
|
// program: 22186AF454C341E4, A29BAEF5C1BA44F2, 319DA47384986C53
|
|
// shader: 8B30, 0EFF1CC3FA8ACC4C
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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 = shadowTexture(texcoord0, texcoord0_w);
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * 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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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 * shadow.rgb;
|
|
specular_sum.rgb += ((light_src[1].specular_0) + (refl_value * light_src[1].specular_1)) * clamp_highlights * 1.0 * shadow.rgb;
|
|
light_vector = normalize(light_src[2].position);
|
|
spot_dir = light_src[2].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[2].diffuse * dot_product) + light_src[2].ambient) * 1.0 * shadow.rgb;
|
|
specular_sum.rgb += ((light_src[2].specular_0) + (refl_value * light_src[2].specular_1)) * clamp_highlights * 1.0 * shadow.rgb;
|
|
diffuse_sum.a *= shadow.a;
|
|
specular_sum.a *= shadow.a;
|
|
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) * (const_color[0].rgb), 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;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (texcolor1.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((secondary_fragment_color.rgb) + (secondary_fragment_color.aaa), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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;
|
|
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: 4EB0F3B027D5812E, 0EFF1CC3FA8ACC4C
|
|
// program: 22186AF454C341E4, A29BAEF5C1BA44F2, 0EFF1CC3FA8ACC4C
|
|
// shader: 8B30, F8734E079FCE0D99
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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 = shadowTexture(texcoord0, texcoord0_w);
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * 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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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 * shadow.rgb;
|
|
specular_sum.rgb += ((light_src[1].specular_0) + (refl_value * light_src[1].specular_1)) * clamp_highlights * 1.0 * shadow.rgb;
|
|
light_vector = normalize(light_src[2].position);
|
|
spot_dir = light_src[2].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[2].diffuse * dot_product) + light_src[2].ambient) * 1.0 * shadow.rgb;
|
|
specular_sum.rgb += ((light_src[2].specular_0) + (refl_value * light_src[2].specular_1)) * clamp_highlights * 1.0 * shadow.rgb;
|
|
diffuse_sum.a *= shadow.a;
|
|
specular_sum.a *= shadow.a;
|
|
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) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (texcolor1.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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: 6692EFD5DA390FDE, F8734E079FCE0D99
|
|
// program: 270E94B55796EDB7, B99A1F5927E7BF45, F8734E079FCE0D99
|
|
// shader: 8B30, F4C67A70D8DBE70C
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = texcolor0;
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * 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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * light_src[1].specular_1)) * clamp_highlights * 1.0;
|
|
light_vector = normalize(light_src[2].position);
|
|
spot_dir = light_src[2].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[2].diffuse * dot_product) + light_src[2].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[2].specular_0) + (refl_value * light_src[2].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) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (const_color[3].a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((secondary_fragment_color.rgb) + (secondary_fragment_color.aaa), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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;
|
|
|
|
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: 9FF08E3BA6FE2E03, F4C67A70D8DBE70C
|
|
// program: 22186AF454C341E4, A29BAEF5C1BA44F2, F4C67A70D8DBE70C
|
|
// shader: 8B30, 05A057B4E292415F
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = texcolor0;
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * 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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * light_src[1].specular_1)) * clamp_highlights * 1.0;
|
|
light_vector = normalize(light_src[2].position);
|
|
spot_dir = light_src[2].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[2].diffuse * dot_product) + light_src[2].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[2].specular_0) + (refl_value * light_src[2].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) * (const_color[0].rgb), 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;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (const_color[3].a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((secondary_fragment_color.rgb) + (secondary_fragment_color.aaa), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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;
|
|
|
|
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: 9FF08E3B2FFE214F, 05A057B4E292415F
|
|
// program: 22186AF454C341E4, A29BAEF5C1BA44F2, 05A057B4E292415F
|
|
// shader: 8B30, A4702105F8626B8D
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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 = shadowTexture(texcoord0, texcoord0_w);
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * 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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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 * shadow.rgb;
|
|
specular_sum.rgb += ((light_src[1].specular_0) + (refl_value * light_src[1].specular_1)) * clamp_highlights * 1.0 * shadow.rgb;
|
|
light_vector = normalize(light_src[2].position);
|
|
spot_dir = light_src[2].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[2].diffuse * dot_product) + light_src[2].ambient) * 1.0 * shadow.rgb;
|
|
specular_sum.rgb += ((light_src[2].specular_0) + (refl_value * light_src[2].specular_1)) * clamp_highlights * 1.0 * shadow.rgb;
|
|
diffuse_sum.a *= shadow.a;
|
|
specular_sum.a *= shadow.a;
|
|
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) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (texcolor1.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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: 6692EFD5368EE4DD, A4702105F8626B8D
|
|
// program: 270E94B55796EDB7, B99A1F5927E7BF45, A4702105F8626B8D
|
|
// shader: 8B30, 5DB59807762FDF92
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = texcolor0;
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (refl_value * 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) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (texcolor1.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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: BEDBD3B585A4AE2E, 5DB59807762FDF92
|
|
// program: 22186AF454C341E4, A29BAEF5C1BA44F2, 5DB59807762FDF92
|
|
// shader: 8B30, B1080A21ADC71897
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = texcolor0;
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * 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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[1].specular_0) + (refl_value * 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((texcolor1.rgb) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (texcolor1.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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: A8C5C79BC25DA188, B1080A21ADC71897
|
|
// program: 22186AF454C341E4, A29BAEF5C1BA44F2, B1080A21ADC71897
|
|
// shader: 8B30, 4F6884DCC4A1375A
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((texcolor1.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;
|
|
|
|
vec3 color_output_5 = (last_tex_env_out.rgb);
|
|
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: 1C19565E35DB0511, 4F6884DCC4A1375A
|
|
// program: 612486AEC7DF8A6F, F69B8E10DA0FCA88, 4F6884DCC4A1375A
|
|
// shader: 8B30, 3D4DBAE42C5007ED
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((texcolor1.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;
|
|
|
|
vec3 color_output_5 = (last_tex_env_out.rgb);
|
|
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: 4DB37933D96CEE12, 3D4DBAE42C5007ED
|
|
// program: 612486AEC7DF8A6F, F69B8E10DA0FCA88, 3D4DBAE42C5007ED
|
|
// shader: 8B30, EB6A138D4B62379F
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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 = shadowTexture(texcoord0, texcoord0_w);
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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 * shadow.rgb;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (refl_value * light_src[0].specular_1)) * clamp_highlights * 1.0 * shadow.rgb;
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * light_src[1].specular_1)) * clamp_highlights * 1.0;
|
|
light_vector = normalize(light_src[2].position);
|
|
spot_dir = light_src[2].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[2].diffuse * dot_product) + light_src[2].ambient) * 1.0 * shadow.rgb;
|
|
specular_sum.rgb += ((light_src[2].specular_0) + (refl_value * light_src[2].specular_1)) * clamp_highlights * 1.0 * shadow.rgb;
|
|
diffuse_sum.a *= shadow.a;
|
|
specular_sum.a *= shadow.a;
|
|
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) * (const_color[0].rgb), 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;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (texcolor1.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((secondary_fragment_color.rgb) + (secondary_fragment_color.aaa), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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;
|
|
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: E995F7DF40221558, EB6A138D4B62379F
|
|
// program: 22186AF454C341E4, A29BAEF5C1BA44F2, EB6A138D4B62379F
|
|
// reference: 7DD5BCBE1DC4D37D, 9D618FE485A87A98
|
|
// reference: 7DD5BCBEF173387E, CCC3EC5ACEAF55B4
|
|
// shader: 8B31, 29166C969C67A9BE
|
|
|
|
#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 = 2) in vec4 vs_in_reg2;
|
|
layout(location = 3) in vec4 vs_in_reg3;
|
|
|
|
out vec4 vs_out_attr0;
|
|
out vec4 vs_out_attr1;
|
|
out vec4 vs_out_attr2;
|
|
|
|
void main() {
|
|
vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
exec_shader();
|
|
}
|
|
bvec2 conditional_code = bvec2(false);
|
|
ivec3 address_registers = ivec3(0);
|
|
vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
bool sub_0();
|
|
bool sub_1();
|
|
bool sub_2();
|
|
|
|
bool exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_0() {
|
|
reg_tmp1 = vs_in_reg0.xyzz;
|
|
reg_tmp1.w = (uniforms.f[95].wwww).w;
|
|
reg_tmp8.x = dot_s(uniforms.f[5].wzyx, reg_tmp1);
|
|
reg_tmp8.y = dot_s(uniforms.f[6].wzyx, reg_tmp1);
|
|
reg_tmp8.z = dot_s(uniforms.f[7].wzyx, reg_tmp1);
|
|
reg_tmp8.w = (uniforms.f[95].wwww).w;
|
|
vs_out_attr0.x = dot_s(uniforms.f[0].wzyx, reg_tmp8);
|
|
vs_out_attr0.y = dot_s(uniforms.f[1].wzyx, reg_tmp8);
|
|
vs_out_attr0.z = dot_s(-uniforms.f[2].wzyx, reg_tmp8);
|
|
vs_out_attr0.w = dot_s(uniforms.f[3].wzyx, reg_tmp8);
|
|
if (uniforms.b[9]) {
|
|
sub_1();
|
|
} else {
|
|
sub_2();
|
|
}
|
|
vs_out_attr1.xyz = (mul_s(uniforms.f[95].xxxx, reg_tmp0)).xyz;
|
|
vs_out_attr1.w = (reg_tmp0).w;
|
|
reg_tmp3 = vs_in_reg2.xyyy;
|
|
reg_tmp3.z = (uniforms.f[94].wwww).z;
|
|
reg_tmp3.w = (uniforms.f[95].wwww).w;
|
|
reg_tmp4.xz = vec2(dot_s(uniforms.f[9].wzyx, reg_tmp3));
|
|
reg_tmp4.yw = vec2(dot_s(uniforms.f[10].wzyx, reg_tmp3));
|
|
vs_out_attr2 = reg_tmp4;
|
|
return true;
|
|
}
|
|
bool sub_1() {
|
|
reg_tmp5 = mul_s(uniforms.f[95].zzzz, vs_in_reg3);
|
|
reg_tmp1 = uniforms.f[95].yyyy + -reg_tmp5;
|
|
reg_tmp2.x = rcp_s(reg_tmp1.x);
|
|
reg_tmp2.y = rcp_s(reg_tmp1.y);
|
|
reg_tmp2.z = rcp_s(reg_tmp1.z);
|
|
reg_tmp0.xyz = (mul_s(reg_tmp5, reg_tmp2)).xyz;
|
|
reg_tmp0.w = (reg_tmp5.wwww).w;
|
|
reg_tmp0 = mul_s(uniforms.f[8].wzyx, reg_tmp0);
|
|
return false;
|
|
}
|
|
bool sub_2() {
|
|
reg_tmp0 = uniforms.f[8].wzyx;
|
|
return false;
|
|
}
|
|
// reference: E784048F1BC97FD2, 29166C969C67A9BE
|
|
// shader: 8B30, A67039B44C511A38
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = byteround(clamp((texcolor1.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;
|
|
|
|
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 9F9B0105BF8BB164, A67039B44C511A38
|
|
// program: 29166C969C67A9BE, F69B8E10DA0FCA88, A67039B44C511A38
|
|
// reference: ADD67FF497946708, A67039B44C511A38
|
|
// reference: FC7C509997946708, A67039B44C511A38
|
|
// shader: 8B30, E2F23A5D52B2C237
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = texcolor0;
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * 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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
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) + (refl_value * light_src[1].specular_1)) * clamp_highlights * 1.0;
|
|
light_vector = normalize(light_src[2].position);
|
|
spot_dir = light_src[2].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[2].diffuse * dot_product) + light_src[2].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[2].specular_0) + (refl_value * light_src[2].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) * (const_color[0].rgb), 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;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (texcolor2.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (const_color[3].a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((secondary_fragment_color.rgb) + (texcolor2.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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;
|
|
|
|
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: 2CC368421DF40938, E2F23A5D52B2C237
|
|
// program: 22186AF454C341E4, A29BAEF5C1BA44F2, E2F23A5D52B2C237
|
|
// reference: E07DBC51294BAAD9, 77C3EE176B2D5FFB
|
|
// reference: DABAE56B18D2F6D1, 821B2E6F196E4B62
|
|
// shader: 8DD9, 63BB0160B865B3D0
|
|
|
|
#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)
|
|
layout(points) in;
|
|
layout(triangle_strip, max_vertices = 30) 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[];
|
|
in vec4 vs_out_attr7[];
|
|
in vec4 vs_out_attr8[];
|
|
in vec4 vs_out_attr9[];
|
|
|
|
struct pica_uniforms {
|
|
bool b[16];
|
|
uvec4 i[4];
|
|
vec4 f[96];
|
|
};
|
|
|
|
bool exec_shader();
|
|
|
|
#define uniforms gs_uniforms
|
|
layout (std140) uniform gs_config {
|
|
pica_uniforms uniforms;
|
|
};
|
|
struct Vertex {
|
|
vec4 attributes[3];
|
|
};
|
|
|
|
vec4 GetVertexQuaternion(Vertex vtx) {
|
|
return vec4(0.0, 0.0, 0.0, 0.0);
|
|
}
|
|
|
|
void EmitVtx(Vertex vtx, bool quats_opposite) {
|
|
vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
|
|
gl_Position = vtx_pos;
|
|
#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
gl_ClipDistance[0] = -vtx_pos.z;
|
|
gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
|
|
#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
|
|
|
|
vec4 vtx_quat = GetVertexQuaternion(vtx);
|
|
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
|
|
|
|
vec4 vtx_color = vec4(vtx.attributes[1].x, vtx.attributes[1].y, vtx.attributes[1].z, vtx.attributes[1].w);
|
|
primary_color = min(abs(vtx_color), vec4(1.0));
|
|
|
|
texcoord0 = vec2(vtx.attributes[2].x, vtx.attributes[2].y);
|
|
texcoord1 = vec2(0.0, 0.0);
|
|
|
|
texcoord0_w = 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();
|
|
}
|
|
|
|
Vertex output_buffer;
|
|
Vertex prim_buffer[3];
|
|
uint vertex_id = 0u;
|
|
bool prim_emit = false;
|
|
bool winding = false;
|
|
void setemit(uint vertex_id_, bool prim_emit_, bool winding_);
|
|
void emit();
|
|
void main() {
|
|
output_buffer.attributes[0] = vec4(0.0, 0.0, 0.0, 1.0);
|
|
output_buffer.attributes[1] = vec4(0.0, 0.0, 0.0, 1.0);
|
|
output_buffer.attributes[2] = vec4(0.0, 0.0, 0.0, 1.0);
|
|
exec_shader();
|
|
}
|
|
|
|
void setemit(uint vertex_id_, bool prim_emit_, bool winding_) {
|
|
vertex_id = vertex_id_;
|
|
prim_emit = prim_emit_;
|
|
winding = winding_;
|
|
}
|
|
void emit() {
|
|
prim_buffer[vertex_id] = output_buffer;
|
|
if (prim_emit) {
|
|
if (winding) {
|
|
EmitPrim(prim_buffer[1], prim_buffer[0], prim_buffer[2]);
|
|
winding = false;
|
|
} else {
|
|
EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);
|
|
}
|
|
}
|
|
}
|
|
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 exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_0() {
|
|
conditional_code = equal(uniforms.f[80].xy, vs_out_attr6[0].xy);
|
|
reg_tmp4.xy = (vs_out_attr0[0].xyyy).xy;
|
|
reg_tmp5.xy = (vs_out_attr0[0].zyyy).xy;
|
|
reg_tmp6.xy = (vs_out_attr0[0].xwww).xy;
|
|
reg_tmp7.xy = (vs_out_attr0[0].zwww).xy;
|
|
reg_tmp4.zw = (uniforms.f[80].xyxy).zw;
|
|
reg_tmp5.zw = (uniforms.f[80].xyxy).zw;
|
|
reg_tmp6.zw = (uniforms.f[80].xyxy).zw;
|
|
reg_tmp7.zw = (uniforms.f[80].xyxy).zw;
|
|
if (!conditional_code.y) {
|
|
sub_1();
|
|
} else {
|
|
sub_4();
|
|
}
|
|
return true;
|
|
}
|
|
bool sub_1() {
|
|
reg_tmp0.x = dot_s(reg_tmp4, vs_out_attr7[0]);
|
|
reg_tmp1.x = dot_s(reg_tmp5, vs_out_attr7[0]);
|
|
reg_tmp2.x = dot_s(reg_tmp6, vs_out_attr7[0]);
|
|
reg_tmp3.x = dot_s(reg_tmp7, vs_out_attr7[0]);
|
|
reg_tmp0.y = dot_s(reg_tmp4, vs_out_attr8[0]);
|
|
reg_tmp1.y = dot_s(reg_tmp5, vs_out_attr8[0]);
|
|
reg_tmp2.y = dot_s(reg_tmp6, vs_out_attr8[0]);
|
|
reg_tmp3.y = dot_s(reg_tmp7, vs_out_attr8[0]);
|
|
reg_tmp4.xy = (mul_s(reg_tmp0.xyyy, vs_out_attr9[0].xyyy)).xy;
|
|
reg_tmp5.xy = (mul_s(reg_tmp1.xyyy, vs_out_attr9[0].xyyy)).xy;
|
|
reg_tmp6.xy = (mul_s(reg_tmp2.xyyy, vs_out_attr9[0].xyyy)).xy;
|
|
reg_tmp7.xy = (mul_s(reg_tmp3.xyyy, vs_out_attr9[0].xyyy)).xy;
|
|
reg_tmp4.y = (reg_tmp4.yyyy + vs_out_attr6[0].wwww).y;
|
|
reg_tmp5.y = (reg_tmp5.yyyy + vs_out_attr6[0].wwww).y;
|
|
reg_tmp6.y = (reg_tmp6.yyyy + vs_out_attr6[0].wwww).y;
|
|
reg_tmp7.y = (reg_tmp7.yyyy + vs_out_attr6[0].wwww).y;
|
|
if (!conditional_code.x) {
|
|
sub_2();
|
|
} else {
|
|
sub_3();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_2() {
|
|
output_buffer.attributes[0].xy = (reg_tmp4.xyyy + vs_out_attr9[0].zwww).xy;
|
|
output_buffer.attributes[0].z = (vs_out_attr6[0].zzzz).z;
|
|
output_buffer.attributes[0].w = (uniforms.f[80].yyyy).w;
|
|
output_buffer.attributes[1] = vs_out_attr1[0];
|
|
output_buffer.attributes[2].xy = (vs_out_attr5[0].xyyy).xy;
|
|
setemit(0u, false, false);
|
|
emit();
|
|
output_buffer.attributes[0].xy = (reg_tmp5.xyyy + vs_out_attr9[0].zwww).xy;
|
|
output_buffer.attributes[0].z = (vs_out_attr6[0].zzzz).z;
|
|
output_buffer.attributes[0].w = (uniforms.f[80].yyyy).w;
|
|
output_buffer.attributes[1] = vs_out_attr2[0];
|
|
output_buffer.attributes[2].xy = (vs_out_attr5[0].zyyy).xy;
|
|
setemit(1u, false, false);
|
|
emit();
|
|
output_buffer.attributes[0].xy = (reg_tmp6.xyyy + vs_out_attr9[0].zwww).xy;
|
|
output_buffer.attributes[0].z = (vs_out_attr6[0].zzzz).z;
|
|
output_buffer.attributes[0].w = (uniforms.f[80].yyyy).w;
|
|
output_buffer.attributes[1] = vs_out_attr3[0];
|
|
output_buffer.attributes[2].xy = (vs_out_attr5[0].xwww).xy;
|
|
setemit(2u, true, false);
|
|
emit();
|
|
output_buffer.attributes[0].xy = (reg_tmp7.xyyy + vs_out_attr9[0].zwww).xy;
|
|
output_buffer.attributes[0].z = (vs_out_attr6[0].zzzz).z;
|
|
output_buffer.attributes[0].w = (uniforms.f[80].yyyy).w;
|
|
output_buffer.attributes[1] = vs_out_attr4[0];
|
|
output_buffer.attributes[2].xy = (vs_out_attr5[0].zwww).xy;
|
|
setemit(0u, true, true);
|
|
emit();
|
|
return false;
|
|
}
|
|
bool sub_3() {
|
|
output_buffer.attributes[0].xy = (reg_tmp5.xyyy + vs_out_attr9[0].zwww).xy;
|
|
output_buffer.attributes[0].z = (vs_out_attr6[0].zzzz).z;
|
|
output_buffer.attributes[0].w = (uniforms.f[80].yyyy).w;
|
|
output_buffer.attributes[1] = vs_out_attr2[0];
|
|
output_buffer.attributes[2].xy = (vs_out_attr5[0].zyyy).xy;
|
|
setemit(0u, false, false);
|
|
emit();
|
|
output_buffer.attributes[0].xy = (reg_tmp4.xyyy + vs_out_attr9[0].zwww).xy;
|
|
output_buffer.attributes[0].z = (vs_out_attr6[0].zzzz).z;
|
|
output_buffer.attributes[0].w = (uniforms.f[80].yyyy).w;
|
|
output_buffer.attributes[1] = vs_out_attr1[0];
|
|
output_buffer.attributes[2].xy = (vs_out_attr5[0].xyyy).xy;
|
|
setemit(1u, false, false);
|
|
emit();
|
|
output_buffer.attributes[0].xy = (reg_tmp7.xyyy + vs_out_attr9[0].zwww).xy;
|
|
output_buffer.attributes[0].z = (vs_out_attr6[0].zzzz).z;
|
|
output_buffer.attributes[0].w = (uniforms.f[80].yyyy).w;
|
|
output_buffer.attributes[1] = vs_out_attr4[0];
|
|
output_buffer.attributes[2].xy = (vs_out_attr5[0].zwww).xy;
|
|
setemit(2u, true, false);
|
|
emit();
|
|
output_buffer.attributes[0].xy = (reg_tmp6.xyyy + vs_out_attr9[0].zwww).xy;
|
|
output_buffer.attributes[0].z = (vs_out_attr6[0].zzzz).z;
|
|
output_buffer.attributes[0].w = (uniforms.f[80].yyyy).w;
|
|
output_buffer.attributes[1] = vs_out_attr3[0];
|
|
output_buffer.attributes[2].xy = (vs_out_attr5[0].xwww).xy;
|
|
setemit(0u, true, true);
|
|
emit();
|
|
return false;
|
|
}
|
|
bool sub_4() {
|
|
reg_tmp0.x = dot_s(reg_tmp4, vs_out_attr7[0]);
|
|
reg_tmp1.x = dot_s(reg_tmp5, vs_out_attr7[0]);
|
|
reg_tmp2.x = dot_s(reg_tmp6, vs_out_attr7[0]);
|
|
reg_tmp3.x = dot_s(reg_tmp7, vs_out_attr7[0]);
|
|
reg_tmp0.y = dot_s(reg_tmp4, vs_out_attr8[0]);
|
|
reg_tmp1.y = dot_s(reg_tmp5, vs_out_attr8[0]);
|
|
reg_tmp2.y = dot_s(reg_tmp6, vs_out_attr8[0]);
|
|
reg_tmp3.y = dot_s(reg_tmp7, vs_out_attr8[0]);
|
|
reg_tmp0.z = dot_s(reg_tmp4, -vs_out_attr9[0]);
|
|
reg_tmp1.z = dot_s(reg_tmp5, -vs_out_attr9[0]);
|
|
reg_tmp2.z = dot_s(reg_tmp6, -vs_out_attr9[0]);
|
|
reg_tmp3.z = dot_s(reg_tmp7, -vs_out_attr9[0]);
|
|
reg_tmp0.w = dot_s(reg_tmp4, vec4(0.0, 0.0, 0.0, 1.0));
|
|
reg_tmp1.w = dot_s(reg_tmp5, vec4(0.0, 0.0, 0.0, 1.0));
|
|
reg_tmp2.w = dot_s(reg_tmp6, vec4(0.0, 0.0, 0.0, 1.0));
|
|
reg_tmp3.w = dot_s(reg_tmp7, vec4(0.0, 0.0, 0.0, 1.0));
|
|
if (!conditional_code.x) {
|
|
sub_5();
|
|
} else {
|
|
sub_6();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_5() {
|
|
output_buffer.attributes[0] = reg_tmp0;
|
|
output_buffer.attributes[1] = vs_out_attr1[0];
|
|
output_buffer.attributes[2].xy = (vs_out_attr5[0].xyyy).xy;
|
|
setemit(0u, false, false);
|
|
emit();
|
|
output_buffer.attributes[0] = reg_tmp1;
|
|
output_buffer.attributes[1] = vs_out_attr2[0];
|
|
output_buffer.attributes[2].xy = (vs_out_attr5[0].zyyy).xy;
|
|
setemit(1u, false, false);
|
|
emit();
|
|
output_buffer.attributes[0] = reg_tmp2;
|
|
output_buffer.attributes[1] = vs_out_attr3[0];
|
|
output_buffer.attributes[2].xy = (vs_out_attr5[0].xwww).xy;
|
|
setemit(2u, true, false);
|
|
emit();
|
|
output_buffer.attributes[0] = reg_tmp3;
|
|
output_buffer.attributes[1] = vs_out_attr4[0];
|
|
output_buffer.attributes[2].xy = (vs_out_attr5[0].zwww).xy;
|
|
setemit(0u, true, true);
|
|
emit();
|
|
return false;
|
|
}
|
|
bool sub_6() {
|
|
output_buffer.attributes[0] = reg_tmp1;
|
|
output_buffer.attributes[1] = vs_out_attr2[0];
|
|
output_buffer.attributes[2].xy = (vs_out_attr5[0].zyyy).xy;
|
|
setemit(0u, false, false);
|
|
emit();
|
|
output_buffer.attributes[0] = reg_tmp0;
|
|
output_buffer.attributes[1] = vs_out_attr1[0];
|
|
output_buffer.attributes[2].xy = (vs_out_attr5[0].xyyy).xy;
|
|
setemit(1u, false, false);
|
|
emit();
|
|
output_buffer.attributes[0] = reg_tmp3;
|
|
output_buffer.attributes[1] = vs_out_attr4[0];
|
|
output_buffer.attributes[2].xy = (vs_out_attr5[0].zwww).xy;
|
|
setemit(2u, true, false);
|
|
emit();
|
|
output_buffer.attributes[0] = reg_tmp2;
|
|
output_buffer.attributes[1] = vs_out_attr3[0];
|
|
output_buffer.attributes[2].xy = (vs_out_attr5[0].xwww).xy;
|
|
setemit(0u, true, true);
|
|
emit();
|
|
return false;
|
|
}
|
|
// reference: 91B5583C589C6016, 63BB0160B865B3D0
|
|
// shader: 8B31, 6CA67B4B36AFF960
|
|
|
|
#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;
|
|
|
|
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;
|
|
out vec4 vs_out_attr7;
|
|
out vec4 vs_out_attr8;
|
|
out vec4 vs_out_attr9;
|
|
|
|
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);
|
|
vs_out_attr7 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr8 = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vs_out_attr9 = 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 exec_shader() {
|
|
sub_0();
|
|
return true;
|
|
}
|
|
|
|
bool sub_0() {
|
|
reg_tmp7 = uniforms.f[5].wzyx;
|
|
reg_tmp7.y = (vs_in_reg6.xxxx).y;
|
|
conditional_code = equal(uniforms.f[90].wz, reg_tmp7.xy);
|
|
vs_out_attr0 = vs_in_reg0;
|
|
if (conditional_code.y) {
|
|
sub_1();
|
|
} else {
|
|
sub_4();
|
|
}
|
|
reg_tmp0 = mul_s(uniforms.f[7].wzwz, vs_in_reg5);
|
|
vs_out_attr5.xz = (reg_tmp0.xzzz).xz;
|
|
vs_out_attr5.yw = (uniforms.f[90].zzzz + -reg_tmp0.yyww).yw;
|
|
if (uniforms.b[0]) {
|
|
sub_7();
|
|
} else {
|
|
sub_12();
|
|
}
|
|
vs_out_attr6.y = (uniforms.f[95].wwww).y;
|
|
vs_out_attr6.z = (uniforms.f[5].yyyy).z;
|
|
vs_out_attr7 = uniforms.f[8].wzyx;
|
|
vs_out_attr8 = uniforms.f[9].wzyx;
|
|
vs_out_attr9 = uniforms.f[12].wzyx;
|
|
return true;
|
|
}
|
|
bool sub_1() {
|
|
if (!conditional_code.x) {
|
|
sub_2();
|
|
} else {
|
|
sub_3();
|
|
}
|
|
vs_out_attr6.x = (uniforms.f[95].wwww).x;
|
|
return false;
|
|
}
|
|
bool sub_2() {
|
|
reg_tmp0 = uniforms.f[93].wzyx;
|
|
vs_out_attr1 = mul_s(uniforms.f[6].wzyx, reg_tmp0);
|
|
vs_out_attr2 = mul_s(uniforms.f[6].wzyx, reg_tmp0);
|
|
vs_out_attr3 = mul_s(uniforms.f[6].wzyx, reg_tmp0);
|
|
vs_out_attr4 = mul_s(uniforms.f[6].wzyx, reg_tmp0);
|
|
return false;
|
|
}
|
|
bool sub_3() {
|
|
vs_out_attr1 = uniforms.f[6].wzyx;
|
|
vs_out_attr2 = uniforms.f[6].wzyx;
|
|
vs_out_attr3 = uniforms.f[6].wzyx;
|
|
vs_out_attr4 = uniforms.f[6].wzyx;
|
|
return false;
|
|
}
|
|
bool sub_4() {
|
|
if (!conditional_code.x) {
|
|
sub_5();
|
|
} else {
|
|
sub_6();
|
|
}
|
|
vs_out_attr6.x = (vs_in_reg6.xxxx).x;
|
|
return false;
|
|
}
|
|
bool sub_5() {
|
|
vs_out_attr1 = mul_s(uniforms.f[92].wzyx, vs_in_reg1);
|
|
vs_out_attr2 = mul_s(uniforms.f[92].wzyx, vs_in_reg2);
|
|
vs_out_attr3 = mul_s(uniforms.f[92].wzyx, vs_in_reg3);
|
|
vs_out_attr4 = mul_s(uniforms.f[92].wzyx, vs_in_reg4);
|
|
return false;
|
|
}
|
|
bool sub_6() {
|
|
vs_out_attr1 = mul_s(uniforms.f[91].wzyx, vs_in_reg1);
|
|
vs_out_attr2 = mul_s(uniforms.f[91].wzyx, vs_in_reg2);
|
|
vs_out_attr3 = mul_s(uniforms.f[91].wzyx, vs_in_reg3);
|
|
vs_out_attr4 = mul_s(uniforms.f[91].wzyx, vs_in_reg4);
|
|
return false;
|
|
}
|
|
bool sub_7() {
|
|
reg_tmp4 = uniforms.f[90].wzyx;
|
|
conditional_code = equal(uniforms.f[4].wz, reg_tmp4.xy);
|
|
if (conditional_code.x) {
|
|
sub_8();
|
|
} else {
|
|
sub_9();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_8() {
|
|
vs_out_attr6.w = (uniforms.f[95].wwww).w;
|
|
return false;
|
|
}
|
|
bool sub_9() {
|
|
if (!conditional_code.y) {
|
|
sub_10();
|
|
} else {
|
|
sub_11();
|
|
}
|
|
return false;
|
|
}
|
|
bool sub_10() {
|
|
vs_out_attr6.w = (-uniforms.f[5].zzzz).w;
|
|
return false;
|
|
}
|
|
bool sub_11() {
|
|
vs_out_attr6.w = (uniforms.f[5].zzzz).w;
|
|
return false;
|
|
}
|
|
bool sub_12() {
|
|
vs_out_attr6.w = (uniforms.f[95].wwww).w;
|
|
return false;
|
|
}
|
|
// reference: 0CF3D8D0A47E74D6, 6CA67B4B36AFF960
|
|
// program: 6CA67B4B36AFF960, 63BB0160B865B3D0, BB7F43EB369B7B08
|
|
// reference: 2D9C866F9D939A31, E45928C189BB7782
|
|
// reference: 0515C1CC64C6047E, 270E94B55796EDB7
|
|
// reference: 8A2DA5208889CBBC, 22186AF454C341E4
|
|
// reference: E48CD0A4ACA459CD, 618378764C54D2BC
|
|
// reference: 3232E311FC98E414, B7CC05B4C0A6559A
|
|
// reference: 789FD29B21AAFFB6, 70334CCBBF56C39B
|
|
// shader: 8B30, A175CC74BFD5EA6A
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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 = shadowTexture(texcoord0, texcoord0_w);
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (refl_value * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.a *= shadow.a;
|
|
specular_sum.a *= shadow.a;
|
|
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) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((secondary_fragment_color.aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor1.a) * (rounded_primary_color.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;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.a) * (const_color[5].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 377D13AB3C1DD329, A175CC74BFD5EA6A
|
|
// program: 270E94B55796EDB7, B99A1F5927E7BF45, A175CC74BFD5EA6A
|
|
// shader: 8B30, FCD6E634406EC6AE
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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 = shadowTexture(texcoord0, texcoord0_w);
|
|
light_vector = normalize(light_src[0].position + view);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * LookupLightingLUTUnsigned(16, clamp(light_src[0].dist_atten_scale * length(-view - light_src[0].position) + light_src[0].dist_atten_bias, 0.0, 1.0)) * 1.0 * shadow.rgb;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (refl_value * light_src[0].specular_1)) * clamp_highlights * LookupLightingLUTUnsigned(16, clamp(light_src[0].dist_atten_scale * length(-view - light_src[0].position) + light_src[0].dist_atten_bias, 0.0, 1.0)) * 1.0 * shadow.rgb;
|
|
diffuse_sum.a *= shadow.a;
|
|
specular_sum.a *= shadow.a;
|
|
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) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (texcolor1.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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;
|
|
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: CBE8663972C9C5D1, FCD6E634406EC6AE
|
|
// program: 22186AF454C341E4, A29BAEF5C1BA44F2, FCD6E634406EC6AE
|
|
// shader: 8B30, 8C48E039BF90800D
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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 = shadowTexture(texcoord0, texcoord0_w);
|
|
light_vector = normalize(light_src[0].position + view);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (refl_value * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.a *= shadow.a;
|
|
specular_sum.a *= shadow.a;
|
|
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) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((secondary_fragment_color.aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor1.a) * (rounded_primary_color.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;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.a) * (const_color[5].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_5 * 2.0, alpha_output_5 * 1.0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
float fog_index = depth * 128.0;
|
|
int fog_i = int(fog_index);
|
|
float fog_f = fract(fog_index);
|
|
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
|
|
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
|
|
fog_factor = clamp(fog_factor, 0.0, 1.0);
|
|
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
|
|
gl_FragDepth = depth;
|
|
color = byteround(last_tex_env_out);
|
|
}
|
|
// reference: 0482E6983C1DD329, 8C48E039BF90800D
|
|
// program: 270E94B55796EDB7, B99A1F5927E7BF45, 8C48E039BF90800D
|
|
// shader: 8B30, 708FD7F363C3DD3A
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < 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 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 = shadowTexture(texcoord0, texcoord0_w);
|
|
light_vector = normalize(light_src[0].position + view);
|
|
spot_dir = light_src[0].spot_direction;
|
|
half_vector = normalize(view) + light_vector;
|
|
dot_product = max(dot(light_vector, normal), 0.0);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (refl_value * light_src[0].specular_1)) * clamp_highlights * 1.0;
|
|
diffuse_sum.a *= shadow.a;
|
|
specular_sum.a *= shadow.a;
|
|
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) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((secondary_fragment_color.aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = byteround(clamp((texcolor1.a) * (rounded_primary_color.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;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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;
|
|
|
|
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: 0482E6981AAADF14, 708FD7F363C3DD3A
|
|
// program: 270E94B55796EDB7, B99A1F5927E7BF45, 708FD7F363C3DD3A
|
|
// reference: 573D524250C11774, C2BC311B77541DBD
|
|
// shader: 8B30, 9419416B8CEE6192
|
|
in vec4 primary_color;
|
|
in vec2 texcoord0;
|
|
in vec2 texcoord1;
|
|
in vec2 texcoord2;
|
|
in float texcoord0_w;
|
|
in vec4 normquat;
|
|
in vec3 view;
|
|
|
|
#ifndef CITRA_GLES
|
|
in vec4 gl_FragCoord;
|
|
#endif // CITRA_GLES
|
|
out vec4 color;
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
uniform sampler2D tex2;
|
|
uniform samplerCube tex_cube;
|
|
uniform samplerBuffer texture_buffer_lut_lf;
|
|
uniform samplerBuffer texture_buffer_lut_rg;
|
|
uniform samplerBuffer texture_buffer_lut_rgba;
|
|
|
|
#define NUM_TEV_STAGES 6
|
|
layout (std140) uniform shader_data {
|
|
int alphatest_ref;
|
|
float depth_scale;
|
|
float depth_offset;
|
|
float shadow_bias_constant;
|
|
float shadow_bias_linear;
|
|
int scissor_x1;
|
|
int scissor_y1;
|
|
int scissor_x2;
|
|
int scissor_y2;
|
|
int fog_lut_offset;
|
|
int proctex_noise_lut_offset;
|
|
int proctex_color_map_offset;
|
|
int proctex_alpha_map_offset;
|
|
int proctex_lut_offset;
|
|
int proctex_diff_lut_offset;
|
|
float proctex_bias;
|
|
vec3 fog_color;
|
|
vec2 proctex_noise_f;
|
|
vec2 proctex_noise_a;
|
|
vec2 proctex_noise_p;
|
|
vec4 const_color[NUM_TEV_STAGES];
|
|
vec4 tev_combiner_buffer_color;
|
|
vec4 clip_coef;
|
|
};
|
|
|
|
#define NUM_LIGHTS 8
|
|
#define NUM_LIGHTING_SAMPLERS 24
|
|
struct LightSrc {
|
|
vec3 specular_0;
|
|
vec3 specular_1;
|
|
vec3 diffuse;
|
|
vec3 ambient;
|
|
vec3 position;
|
|
vec3 spot_direction;
|
|
float dist_atten_bias;
|
|
float dist_atten_scale;
|
|
};
|
|
layout (std140) uniform shader_light_data {
|
|
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
|
vec3 lighting_global_ambient;
|
|
LightSrc light_src[NUM_LIGHTS];
|
|
float lut_scale_d0;
|
|
float lut_scale_d1;
|
|
float lut_scale_sp;
|
|
float lut_scale_fr;
|
|
float lut_scale_rb;
|
|
float lut_scale_rg;
|
|
float lut_scale_rr;
|
|
int shadow_texture_bias;
|
|
};
|
|
|
|
// Rotate the vector v by the quaternion q
|
|
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
|
}
|
|
|
|
float LookupLightingLUT(int lut_index, int index, float delta) {
|
|
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
|
|
return entry.r + entry.g * delta;
|
|
}
|
|
|
|
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 256.0), 0, 255);
|
|
float delta = pos * 256.0 - float(index);
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float LookupLightingLUTSigned(int lut_index, float pos) {
|
|
int index = clamp(int(pos * 128.0), -128, 127);
|
|
float delta = pos * 128.0 - float(index);
|
|
if (index < 0) index += 256;
|
|
return LookupLightingLUT(lut_index, index, delta);
|
|
}
|
|
|
|
float byteround(float x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec2 byteround(vec2 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec3 byteround(vec3 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
vec4 byteround(vec4 x) {
|
|
return round(x * 255.0) * (1.0 / 255.0);
|
|
}
|
|
|
|
float getLod(vec2 coord) {
|
|
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
|
return log2(max(d.x, d.y));
|
|
}
|
|
|
|
vec4 shadowTexture(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
vec4 shadowTextureCube(vec2 uv, float w) {
|
|
return vec4(1.0);
|
|
}
|
|
|
|
void main() {
|
|
vec4 rounded_primary_color = byteround(primary_color);
|
|
vec4 primary_fragment_color = vec4(0.0);
|
|
vec4 secondary_fragment_color = vec4(0.0);
|
|
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
|
|
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
|
|
float depth = z_over_w * depth_scale + depth_offset;
|
|
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
|
|
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
|
|
|
|
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
|
|
vec3 light_vector = vec3(0.0);
|
|
vec3 refl_value = vec3(0.0);
|
|
vec3 spot_dir = vec3(0.0);
|
|
vec3 half_vector = vec3(0.0);
|
|
float dot_product = 0.0;
|
|
float clamp_highlights = 1.0;
|
|
float geo_factor = 1.0;
|
|
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
|
|
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
|
|
vec4 normalized_normquat = normalize(normquat);
|
|
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
|
|
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
|
|
vec4 shadow = texcolor0;
|
|
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);
|
|
clamp_highlights = sign(dot_product);
|
|
refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
|
|
refl_value.g = refl_value.r;
|
|
refl_value.b = refl_value.r;
|
|
diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
|
|
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
|
|
specular_sum.rgb += ((light_src[0].specular_0) + (refl_value * 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) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_0 = (const_color[0].a);
|
|
last_tex_env_out = vec4(color_output_0, alpha_output_0);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_1 = (last_tex_env_out.a);
|
|
last_tex_env_out = vec4(color_output_1, alpha_output_1);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
|
|
last_tex_env_out = vec4(color_output_2, alpha_output_2);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.rgb = last_tex_env_out.rgb;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_3 = (texcolor1.a);
|
|
last_tex_env_out = vec4(color_output_3, alpha_output_3);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
next_combiner_buffer.a = last_tex_env_out.a;
|
|
|
|
vec3 color_output_4 = byteround(clamp(min((secondary_fragment_color.rgb) + (secondary_fragment_color.aaa), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_4 = (const_color[4].a);
|
|
last_tex_env_out = vec4(color_output_4, alpha_output_4);
|
|
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
|
|
float alpha_output_5 = byteround(clamp((combiner_buffer.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;
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color = byteround(last_tex_env_out);
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}
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// reference: 502BE3BF1DFFC491, 9419416B8CEE6192
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// program: 22186AF454C341E4, A29BAEF5C1BA44F2, 9419416B8CEE6192
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// shader: 8B30, 70BB7A2C71B45FEB
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in vec4 primary_color;
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in vec2 texcoord0;
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in vec2 texcoord1;
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in vec2 texcoord2;
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in float texcoord0_w;
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in vec4 normquat;
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in vec3 view;
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#ifndef CITRA_GLES
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in vec4 gl_FragCoord;
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#endif // CITRA_GLES
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out vec4 color;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform samplerCube tex_cube;
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uniform samplerBuffer texture_buffer_lut_lf;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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#define NUM_TEV_STAGES 6
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layout (std140) uniform shader_data {
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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float shadow_bias_constant;
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float shadow_bias_linear;
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int scissor_x1;
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int scissor_y1;
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int scissor_x2;
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int scissor_y2;
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int fog_lut_offset;
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int proctex_noise_lut_offset;
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int proctex_color_map_offset;
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int proctex_alpha_map_offset;
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int proctex_lut_offset;
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int proctex_diff_lut_offset;
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float proctex_bias;
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vec3 fog_color;
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vec2 proctex_noise_f;
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vec2 proctex_noise_a;
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vec2 proctex_noise_p;
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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vec4 clip_coef;
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};
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#define NUM_LIGHTS 8
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#define NUM_LIGHTING_SAMPLERS 24
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struct LightSrc {
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vec3 specular_0;
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vec3 specular_1;
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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vec3 spot_direction;
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float dist_atten_bias;
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float dist_atten_scale;
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};
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layout (std140) uniform shader_light_data {
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ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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float lut_scale_d0;
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float lut_scale_d1;
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float lut_scale_sp;
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float lut_scale_fr;
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float lut_scale_rb;
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float lut_scale_rg;
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float lut_scale_rr;
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int shadow_texture_bias;
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};
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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}
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float LookupLightingLUT(int lut_index, int index, float delta) {
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vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
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return entry.r + entry.g * delta;
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}
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float LookupLightingLUTUnsigned(int lut_index, float pos) {
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int index = clamp(int(pos * 256.0), 0, 255);
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float delta = pos * 256.0 - float(index);
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return LookupLightingLUT(lut_index, index, delta);
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}
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float LookupLightingLUTSigned(int lut_index, float pos) {
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int index = clamp(int(pos * 128.0), -128, 127);
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float delta = pos * 128.0 - float(index);
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if (index < 0) index += 256;
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return LookupLightingLUT(lut_index, index, delta);
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}
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float byteround(float x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec2 byteround(vec2 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec3 byteround(vec3 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec4 byteround(vec4 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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float getLod(vec2 coord) {
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vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
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return log2(max(d.x, d.y));
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}
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vec4 shadowTexture(vec2 uv, float w) {
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return vec4(1.0);
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}
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vec4 shadowTextureCube(vec2 uv, float w) {
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return vec4(1.0);
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}
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void main() {
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vec4 rounded_primary_color = byteround(primary_color);
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vec4 primary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
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float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
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float depth = z_over_w * depth_scale + depth_offset;
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vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
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vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
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vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
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vec3 light_vector = vec3(0.0);
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vec3 refl_value = vec3(0.0);
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vec3 spot_dir = vec3(0.0);
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vec3 half_vector = vec3(0.0);
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float dot_product = 0.0;
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float clamp_highlights = 1.0;
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float geo_factor = 1.0;
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vec3 surface_normal = vec3(0.0, 0.0, 1.0);
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vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
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vec4 normalized_normquat = normalize(normquat);
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vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
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vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
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vec4 shadow = texcolor0;
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light_vector = normalize(light_src[0].position);
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spot_dir = light_src[0].spot_direction;
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half_vector = normalize(view) + light_vector;
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dot_product = max(dot(light_vector, normal), 0.0);
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clamp_highlights = sign(dot_product);
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refl_value.r = (lut_scale_rr * LookupLightingLUTUnsigned(6, max(dot(normal, normalize(half_vector)), 0.0)));
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refl_value.g = refl_value.r;
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refl_value.b = refl_value.r;
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diffuse_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
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specular_sum.a = (lut_scale_fr * LookupLightingLUTUnsigned(3, max(dot(normal, normalize(view)), 0.0)));
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diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
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specular_sum.rgb += ((light_src[0].specular_0) + (refl_value * light_src[0].specular_1)) * clamp_highlights * 1.0;
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diffuse_sum.rgb += lighting_global_ambient;
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primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
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secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
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vec4 combiner_buffer = vec4(0.0);
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vec4 next_combiner_buffer = tev_combiner_buffer_color;
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vec4 last_tex_env_out = vec4(0.0);
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vec3 color_output_0 = byteround(clamp((texcolor1.rgb) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_0 = (texcolor1.a);
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last_tex_env_out = vec4(color_output_0, alpha_output_0);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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next_combiner_buffer.rgb = last_tex_env_out.rgb;
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next_combiner_buffer.a = last_tex_env_out.a;
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vec3 color_output_1 = byteround(clamp(min((const_color[1].aaa) + (const_color[1].rgb), vec3(1.0)) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_1 = (last_tex_env_out.a);
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last_tex_env_out = vec4(color_output_1, alpha_output_1);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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next_combiner_buffer.rgb = last_tex_env_out.rgb;
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next_combiner_buffer.a = last_tex_env_out.a;
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vec3 color_output_2 = byteround(clamp(min((last_tex_env_out.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_2, alpha_output_2);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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next_combiner_buffer.rgb = last_tex_env_out.rgb;
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next_combiner_buffer.a = last_tex_env_out.a;
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vec3 color_output_3 = byteround(clamp((last_tex_env_out.aaa) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_3 = (texcolor1.a);
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last_tex_env_out = vec4(color_output_3, alpha_output_3);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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next_combiner_buffer.a = last_tex_env_out.a;
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vec3 color_output_4 = byteround(clamp(min((secondary_fragment_color.rgb) + (secondary_fragment_color.aaa), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
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float alpha_output_4 = (const_color[4].a);
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last_tex_env_out = vec4(color_output_4, alpha_output_4);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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vec3 color_output_5 = byteround(clamp(min((last_tex_env_out.rgb) + (combiner_buffer.rgb), vec3(1.0)) * (last_tex_env_out.aaa), vec3(0.0), vec3(1.0)));
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float alpha_output_5 = byteround(clamp((combiner_buffer.a) * (const_color[5].a), 0.0, 1.0));
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last_tex_env_out = vec4(color_output_5, alpha_output_5);
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last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
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combiner_buffer = next_combiner_buffer;
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if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
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gl_FragDepth = depth;
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color = byteround(last_tex_env_out);
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}
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// reference: 502BE3BF784820DE, 70BB7A2C71B45FEB
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// program: 22186AF454C341E4, A29BAEF5C1BA44F2, 70BB7A2C71B45FEB
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