Files
citra/cache/0004000000178800.shader
weihuoya 1735b3041f cache
2022-07-21 10:27:42 +08:00

42183 lines
1.3 MiB

// shader: 8B31, 7C96EBECB346C618
#define mul_s(x, y) (x * y)
#define fma_s(x, y, z) fma(x, y, z)
#define rcp_s(x) (1.0 / x)
#define rsq_s(x) inversesqrt(x)
#define dot_s(x, y) dot(x, y)
#define dot_3(x, y) dot(x, y)
struct pica_uniforms {
bool b[16];
uvec4 i[4];
vec4 f[96];
};
bool exec_shader();
#define uniforms vs_uniforms
layout (std140) uniform vs_config {
pica_uniforms uniforms;
};
layout(location = 0) in vec4 vs_in_reg0;
out vec4 vs_out_attr0;
out vec4 vs_out_attr1;
out vec4 vs_out_attr2;
out vec4 vs_out_attr3;
out vec4 vs_out_attr4;
void main() {
vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr3 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr4 = vec4(0.0, 0.0, 0.0, 1.0);
exec_shader();
}
bvec2 conditional_code = bvec2(false);
ivec3 address_registers = ivec3(0);
vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
bool sub_5();
bool sub_6();
bool sub_7();
bool sub_8();
bool sub_9();
bool sub_10();
bool sub_11();
bool sub_12();
bool sub_13();
bool sub_14();
bool sub_15();
bool sub_16();
bool sub_17();
bool sub_18();
bool sub_19();
bool sub_20();
bool sub_21();
bool sub_22();
bool sub_23();
bool sub_24();
bool sub_25();
bool sub_26();
bool sub_27();
bool sub_28();
bool sub_29();
bool sub_30();
bool sub_31();
bool sub_32();
bool sub_1();
bool sub_0();
bool sub_2();
bool sub_3();
bool sub_4();
bool sub_33();
bool sub_34();
bool sub_35();
bool sub_36();
bool sub_37();
bool sub_38();
bool sub_39();
bool sub_40();
bool sub_41();
bool exec_shader() {
sub_0();
return true;
}
bool sub_5() {
reg_tmp13 = floor(reg_tmp0.xxxx);
reg_tmp13 = reg_tmp0.xxxx + -reg_tmp13;
address_registers.y = (ivec2(reg_tmp11.zz)).y;
conditional_code = lessThanEqual(uniforms.f[5].ww, reg_tmp13.xx);
if (conditional_code.x) {
sub_6();
}
conditional_code = lessThanEqual(uniforms.f[5].yy, reg_tmp11.xy);
if (!conditional_code.y) {
sub_15();
} else {
sub_22();
}
return false;
}
bool sub_6() {
reg_tmp12.xy = (uniforms.f[5].xyyy + vs_in_reg0.zwww).xy;
reg_tmp14.xy = (uniforms.f[6].wzzz).xy;
reg_tmp13.xy = (mul_s(uniforms.f[5].zzzz, reg_tmp0.xxxx)).xy;
reg_tmp13.y = (floor(reg_tmp13)).y;
reg_tmp13.x = (reg_tmp13.xxxx + -reg_tmp13.yyyy).x;
conditional_code = lessThanEqual(uniforms.f[5].ww, reg_tmp13.xx);
if (conditional_code.x) {
sub_7();
}
reg_tmp14.xy = (mul_s(reg_tmp14, reg_tmp2)).xy;
reg_tmp13.x = (mul_s(uniforms.f[5].zzzz, reg_tmp13.xxxx)).x;
reg_tmp13 = mul_s(uniforms.f[5].zyzy, reg_tmp13.xxxx);
reg_tmp13.zw = (floor(reg_tmp13)).zw;
reg_tmp13.xy = (reg_tmp13.xyyy + -reg_tmp13.zwww).xy;
conditional_code = lessThanEqual(uniforms.f[5].ww, reg_tmp13.xy);
if (conditional_code.y) {
sub_8();
}
if (conditional_code.x) {
sub_9();
}
reg_tmp14.xy = (uniforms.f[5].yyyy + -reg_tmp14.xyyy).xy;
reg_tmp13.x = (mul_s(uniforms.f[5].zzzz, reg_tmp13.xxxx)).x;
reg_tmp13 = mul_s(uniforms.f[5].zyzy, reg_tmp13.xxxx);
reg_tmp13.zw = (floor(reg_tmp13)).zw;
reg_tmp13.xy = (reg_tmp13.xyyy + -reg_tmp13.zwww).xy;
conditional_code = lessThanEqual(uniforms.f[5].ww, reg_tmp13.xy);
if (conditional_code.y) {
sub_10();
}
if (conditional_code.x) {
sub_11();
}
reg_tmp13.x = (mul_s(uniforms.f[5].zzzz, reg_tmp13.xxxx)).x;
reg_tmp13 = mul_s(uniforms.f[5].zyzy, reg_tmp13.xxxx);
reg_tmp13.zw = (floor(reg_tmp13)).zw;
reg_tmp13.xy = (reg_tmp13.xyyy + -reg_tmp13.zwww).xy;
conditional_code = lessThanEqual(uniforms.f[5].ww, reg_tmp13.xy);
if (conditional_code.y) {
sub_12();
}
if (conditional_code.x) {
sub_13();
}
reg_tmp13.xy = (mul_s(uniforms.f[5].zzzz, reg_tmp0.xxxx)).xy;
reg_tmp13.y = (floor(reg_tmp13)).y;
reg_tmp13.x = (reg_tmp13.xxxx + -reg_tmp13.yyyy).x;
conditional_code = lessThanEqual(uniforms.f[5].ww, reg_tmp13.xx);
if (conditional_code.x) {
sub_14();
}
reg_tmp12.y = (uniforms.f[5].yyyy + -reg_tmp12.yyyy).y;
return false;
}
bool sub_7() {
reg_tmp14.xy = (reg_tmp14.yxxx).xy;
return false;
}
bool sub_8() {
reg_tmp12.x = (mul_s(reg_tmp12.xxxx, reg_tmp14.xxxx)).x;
return false;
}
bool sub_9() {
reg_tmp12.y = (fma_s(reg_tmp12.yyyy, reg_tmp14.yyyy, uniforms.f[5].yyyy)).y;
reg_tmp12.y = (reg_tmp12.yyyy + -reg_tmp14.yyyy).y;
return false;
}
bool sub_10() {
reg_tmp12.x = (reg_tmp12.xxxx + reg_tmp14.xxxx).x;
return false;
}
bool sub_11() {
reg_tmp12.y = (reg_tmp12.yyyy + -reg_tmp14.yyyy).y;
return false;
}
bool sub_12() {
reg_tmp12.x = (uniforms.f[5].yyyy + -reg_tmp12.xxxx).x;
return false;
}
bool sub_13() {
reg_tmp12.y = (uniforms.f[5].yyyy + -reg_tmp12.yyyy).y;
return false;
}
bool sub_14() {
reg_tmp12.xy = (uniforms.f[5].yyyy + -reg_tmp12.yxxx).xy;
return false;
}
bool sub_15() {
reg_tmp13.x = (floor(reg_tmp0.xxxx)).x;
reg_tmp13.x = (reg_tmp0.xxxx + -reg_tmp13).x;
conditional_code = lessThanEqual(uniforms.f[5].ww, reg_tmp13.xx);
reg_tmp13 = uniforms.f[32 + address_registers.y].wzyx;
if (conditional_code.x) {
sub_16();
} else {
sub_17();
}
reg_tmp11.z = (uniforms.f[5].yyyy + reg_tmp11.zzzz).z;
return false;
}
bool sub_16() {
reg_tmp11.xy = (fma_s(reg_tmp12.xyyy, reg_tmp13.xyyy, reg_tmp13.zwww)).xy;
reg_tmp11.xy = (mul_s(reg_tmp11.xyyy, reg_tmp14.zwww)).xy;
reg_tmp11.y = (uniforms.f[5].yyyy + -reg_tmp11.yyyy).y;
return false;
}
bool sub_17() {
conditional_code = notEqual(uniforms.f[5].xx, vs_in_reg0.zw);
if (!conditional_code.x) {
sub_18();
} else {
sub_19();
}
if (!conditional_code.y) {
sub_20();
} else {
sub_21();
}
return false;
}
bool sub_18() {
reg_tmp11.x = (reg_tmp13.xxxx).x;
return false;
}
bool sub_19() {
reg_tmp11.x = (reg_tmp13.zzzz).x;
return false;
}
bool sub_20() {
reg_tmp11.y = (reg_tmp13.yyyy).y;
return false;
}
bool sub_21() {
reg_tmp11.y = (reg_tmp13.wwww).y;
return false;
}
bool sub_22() {
if (!conditional_code.x) {
sub_23();
} else {
sub_32();
}
reg_tmp11.z = (uniforms.f[5].zzzz + reg_tmp11.zzzz).z;
return false;
}
bool sub_23() {
reg_tmp13.x = (floor(reg_tmp0.xxxx)).x;
reg_tmp13.x = (reg_tmp0.xxxx + -reg_tmp13).x;
conditional_code = lessThanEqual(uniforms.f[5].ww, reg_tmp13.xx);
if (conditional_code.x) {
sub_24();
} else {
sub_25();
}
return false;
}
bool sub_24() {
reg_tmp12.zw = (uniforms.f[5].xxxy).zw;
reg_tmp11.x = dot_s(uniforms.f[32 + address_registers.y].wzyx, reg_tmp12);
reg_tmp11.y = dot_s(uniforms.f[33 + address_registers.y].wzyx, reg_tmp12);
reg_tmp11.xy = (mul_s(reg_tmp11.xyyy, reg_tmp14.zwww)).xy;
reg_tmp11.y = (uniforms.f[5].yyyy + -reg_tmp11.yyyy).y;
return false;
}
bool sub_25() {
reg_tmp14 = uniforms.f[32 + address_registers.y].wzyx;
reg_tmp13 = uniforms.f[33 + address_registers.y].wzyx;
conditional_code = notEqual(uniforms.f[5].xx, vs_in_reg0.zw);
if (!conditional_code.y) {
sub_26();
} else {
sub_29();
}
return false;
}
bool sub_26() {
if (!conditional_code.x) {
sub_27();
} else {
sub_28();
}
return false;
}
bool sub_27() {
reg_tmp11.xy = (reg_tmp14.xyyy).xy;
return false;
}
bool sub_28() {
reg_tmp11.xy = (reg_tmp13.zwww).xy;
return false;
}
bool sub_29() {
if (!conditional_code.x) {
sub_30();
} else {
sub_31();
}
return false;
}
bool sub_30() {
reg_tmp11.xy = (reg_tmp13.xyyy).xy;
return false;
}
bool sub_31() {
reg_tmp11.xy = (reg_tmp14.zwww).xy;
return false;
}
bool sub_32() {
reg_tmp11.x = dot_s(uniforms.f[32 + address_registers.y].wzyx, reg_tmp1);
reg_tmp11.y = dot_s(uniforms.f[33 + address_registers.y].wzyx, reg_tmp1);
return false;
}
bool sub_1() {
uint jmp_to = 97u;
while (true) {
switch (jmp_to) {
case 97u: {
reg_tmp3.x = dot_s(uniforms.f[32 + address_registers.x].wzyx, reg_tmp1);
reg_tmp3.y = dot_s(uniforms.f[33 + address_registers.x].wzyx, reg_tmp1);
reg_tmp3.z = dot_s(uniforms.f[34 + address_registers.x].wzyx, reg_tmp1);
reg_tmp3.w = (reg_tmp1.wwww).w;
reg_tmp11 = uniforms.f[4].wzyx;
reg_tmp11.z = (-uniforms.f[34 + address_registers.x].xxxx + reg_tmp11.zzzz).z;
conditional_code.x = uniforms.f[5].xxxx.x != reg_tmp11.xzzz.x;
conditional_code.y = uniforms.f[5].xxxx.y < reg_tmp11.xzzz.y;
if (any(not(conditional_code))) {
{ jmp_to = 108u; break; }
}
reg_tmp11.z = rcp_s(reg_tmp11.z);
reg_tmp3.x = (reg_tmp3.xxxx + reg_tmp11.xxxx).x;
reg_tmp3.x = (fma_s(-reg_tmp11.yyyy, reg_tmp11.zzzz, reg_tmp3.xxxx)).x;
}
case 108u: {
}
default: return false;
}
}
return false;
}
bool sub_0() {
uint jmp_to = 109u;
while (true) {
switch (jmp_to) {
case 109u: {
address_registers.x = (ivec2(vs_in_reg0.xx)).x;
reg_tmp0 = uniforms.f[9 + address_registers.x].wzyx;
reg_tmp1.xy = (vs_in_reg0.zwzw).xy;
reg_tmp1.zw = (uniforms.f[5].xyxy).zw;
address_registers.xy = ivec2(reg_tmp0.xy);
reg_tmp2 = uniforms.f[32 + address_registers.y].wzyx;
if (uniforms.b[0]) {
{ jmp_to = 191u; break; }
}
reg_tmp4 = uniforms.f[31 + address_registers.x].wzyx;
reg_tmp1.xy = (fma_s(reg_tmp1.xyyy, reg_tmp2.xyyy, reg_tmp2.zwww)).xy;
{
sub_1();
}
vs_out_attr0.x = dot_s(uniforms.f[0].wzyx, reg_tmp3);
vs_out_attr0.y = dot_s(uniforms.f[1].wzyx, reg_tmp3);
vs_out_attr0.z = dot_s(uniforms.f[2].wzyx, reg_tmp3);
vs_out_attr0.w = dot_s(uniforms.f[3].wzyx, reg_tmp3);
conditional_code = greaterThanEqual(uniforms.f[5].yy, reg_tmp0.ww);
if (all(conditional_code)) {
sub_2();
} else {
sub_3();
}
reg_tmp11.z = (reg_tmp0.zzzz).z;
reg_tmp9 = mul_s(uniforms.f[5].zyzy, reg_tmp0.zzzz);
reg_tmp9.xy = (floor(reg_tmp9)).xy;
reg_tmp9.xy = (reg_tmp9.zwww + -reg_tmp9.xyyy).xy;
reg_tmp9 = mul_s(uniforms.f[5].zzzz, reg_tmp9);
reg_tmp14 = uniforms.f[6].wzyx;
reg_tmp11.xy = (reg_tmp9.xyyy).xy;
{
sub_5();
}
if (uniforms.b[1]) {
sub_33();
}
if (uniforms.b[2]) {
sub_34();
}
vs_out_attr2 = reg_tmp11.xyyy;
reg_tmp9 = mul_s(uniforms.f[5].zyzy, reg_tmp9.xxxx);
reg_tmp9.xy = (floor(reg_tmp9)).xy;
reg_tmp9.xy = (reg_tmp9.zwww + -reg_tmp9.xyyy).xy;
reg_tmp9 = mul_s(uniforms.f[5].zzzz, reg_tmp9);
reg_tmp14 = uniforms.f[7].wzyx;
reg_tmp11.xy = (reg_tmp9.xyyy).xy;
{
sub_5();
}
if (uniforms.b[3]) {
sub_35();
}
if (uniforms.b[4]) {
sub_36();
}
vs_out_attr3 = reg_tmp11.xyyy;
reg_tmp9 = mul_s(uniforms.f[5].zyzy, reg_tmp9.xxxx);
reg_tmp9.xy = (floor(reg_tmp9)).xy;
reg_tmp9.xy = (reg_tmp9.zwww + -reg_tmp9.xyyy).xy;
reg_tmp9 = mul_s(uniforms.f[5].zzzz, reg_tmp9);
reg_tmp14 = uniforms.f[8].wzyx;
reg_tmp11.xy = (reg_tmp9.xyyy).xy;
{
sub_5();
}
if (uniforms.b[5]) {
sub_37();
}
if (uniforms.b[6]) {
sub_38();
}
vs_out_attr4 = reg_tmp11.xyyy;
return true;
}
case 191u: {
reg_tmp2.w = (reg_tmp2.wwww + reg_tmp2.yyyy).w;
reg_tmp1.y = (-uniforms.f[5].yyyy + -reg_tmp1.yyyy).y;
reg_tmp13.xy = (mul_s(uniforms.f[36 + address_registers.x].wzzz, reg_tmp2.xyyy)).xy;
reg_tmp11.x = (mul_s(uniforms.f[35 + address_registers.x].wwww, -reg_tmp1.yyyy)).x;
reg_tmp1.xy = (mul_s(reg_tmp1.xyyy, reg_tmp13.xyyy)).xy;
reg_tmp1.x = (reg_tmp1.xxxx + reg_tmp11.xxxx).x;
if (uniforms.b[1]) {
sub_39();
}
reg_tmp1.xy = (reg_tmp1.xyyy + reg_tmp2.zwww).xy;
reg_tmp1.xy = (uniforms.f[36 + address_registers.x].yxxx + reg_tmp1.xyyy).xy;
{
sub_1();
}
vs_out_attr0.x = dot_s(uniforms.f[0].wzyx, reg_tmp3);
vs_out_attr0.y = dot_s(uniforms.f[1].wzyx, reg_tmp3);
vs_out_attr0.z = dot_s(uniforms.f[2].wzyx, reg_tmp3);
vs_out_attr0.w = dot_s(uniforms.f[3].wzyx, reg_tmp3);
if (uniforms.b[2]) {
sub_40();
} else {
sub_41();
}
reg_tmp8 = reg_tmp8 + -reg_tmp7;
vs_out_attr1 = fma_s(reg_tmp8, reg_tmp11.yyyy, reg_tmp7);
reg_tmp9.xy = (mul_s(uniforms.f[32 + address_registers.x].yxxx, reg_tmp11)).xy;
reg_tmp11.zw = (vec4(lessThan(reg_tmp11, uniforms.f[5].yyyy))).zw;
reg_tmp9.xy = (fma_s(reg_tmp11.zwww, uniforms.f[32 + address_registers.x].wzzz, reg_tmp9.xyyy)).xy;
reg_tmp9.y = (uniforms.f[5].yyyy + -reg_tmp9.yyyy).y;
vs_out_attr2 = reg_tmp9;
vs_out_attr3 = reg_tmp9;
vs_out_attr4 = reg_tmp9;
return true;
}
default: return false;
}
}
return false;
}
bool sub_2() {
vs_out_attr1.xyz = (uniforms.f[5].yyyy).xyz;
vs_out_attr1.w = (reg_tmp0.wwww).w;
return false;
}
bool sub_3() {
address_registers.y = (ivec2(reg_tmp0.ww)).y;
reg_tmp7 = uniforms.f[32 + address_registers.y].wzyx;
reg_tmp8 = uniforms.f[33 + address_registers.y].wzyx;
reg_tmp9 = uniforms.f[34 + address_registers.y].wzyx;
reg_tmp10 = uniforms.f[35 + address_registers.y].wzyx;
reg_tmp11.xy = (vs_in_reg0.zwww).xy;
reg_tmp14.x = (floor(reg_tmp0.yyyy)).x;
reg_tmp14.x = (reg_tmp0.yyyy + -reg_tmp14.xxxx).x;
conditional_code = lessThanEqual(uniforms.f[5].ww, reg_tmp14.xx);
if (conditional_code.x) {
sub_4();
}
reg_tmp11.xy = (abs(reg_tmp11.xyyy)).xy;
reg_tmp8 = reg_tmp8 + -reg_tmp7;
reg_tmp8 = fma_s(reg_tmp8, reg_tmp11.xxxx, reg_tmp7);
reg_tmp10 = reg_tmp10 + -reg_tmp9;
reg_tmp10 = fma_s(reg_tmp10, reg_tmp11.xxxx, reg_tmp9);
reg_tmp10 = reg_tmp10 + -reg_tmp8;
reg_tmp10 = fma_s(reg_tmp10, reg_tmp11.yyyy, reg_tmp8);
vs_out_attr1 = reg_tmp10;
return false;
}
bool sub_4() {
reg_tmp11.z = rcp_s(reg_tmp4.x);
reg_tmp11.w = rcp_s(reg_tmp4.y);
reg_tmp11.xy = (reg_tmp1.xyyy + -reg_tmp4.zwww).xy;
reg_tmp11.xy = (mul_s(reg_tmp11.xyyy, reg_tmp11.zwww)).xy;
return false;
}
bool sub_33() {
reg_tmp11.xy = (reg_tmp11.yxxx).xy;
reg_tmp11.y = (uniforms.f[5].yyyy + -reg_tmp11.yyyy).y;
return false;
}
bool sub_34() {
reg_tmp11.xy = (uniforms.f[5].yyyy + -reg_tmp11.yxxx).xy;
return false;
}
bool sub_35() {
reg_tmp11.xy = (reg_tmp11.yxxx).xy;
reg_tmp11.y = (uniforms.f[5].yyyy + -reg_tmp11.yyyy).y;
return false;
}
bool sub_36() {
reg_tmp11.xy = (uniforms.f[5].yyyy + -reg_tmp11.yxxx).xy;
return false;
}
bool sub_37() {
reg_tmp11.xy = (reg_tmp11.yxxx).xy;
reg_tmp11.y = (uniforms.f[5].yyyy + -reg_tmp11.yyyy).y;
return false;
}
bool sub_38() {
reg_tmp11.xy = (uniforms.f[5].yyyy + -reg_tmp11.yxxx).xy;
return false;
}
bool sub_39() {
reg_tmp13.xzw = (mul_s(uniforms.f[5].wxxx, reg_tmp13.xxxx)).xzw;
reg_tmp13.y = (mul_s(uniforms.f[34 + address_registers.y].yyyy, reg_tmp13.yyyy)).y;
reg_tmp11 = fma_s(reg_tmp1, uniforms.f[5].yyxx, -reg_tmp13);
reg_tmp14 = uniforms.f[33 + address_registers.y].wzyx;
reg_tmp1.x = dot_3(reg_tmp11.xyz, reg_tmp14.xyy);
reg_tmp1.y = dot_3(reg_tmp11.xyz, reg_tmp14.zww);
reg_tmp14 = uniforms.f[34 + address_registers.y].wzyx;
reg_tmp1.z = dot_s(vec4(reg_tmp11.xyz, 1.0), reg_tmp14);
reg_tmp1.xy = (reg_tmp1.xyyy + reg_tmp13.xyyy).xy;
return false;
}
bool sub_40() {
reg_tmp11 = abs(vs_in_reg0.zwzw);
reg_tmp14.w = (floor(reg_tmp0.zzzz)).w;
reg_tmp14.w = (reg_tmp0.zzzz + -reg_tmp14).w;
address_registers.xy = ivec2(reg_tmp0.zx);
reg_tmp14.w = (mul_s(uniforms.f[5].zzzz, reg_tmp14.wwww)).w;
reg_tmp14.xyz = (uniforms.f[5].yyyy).xyz;
reg_tmp7 = mul_s(uniforms.f[37 + address_registers.y].wzyx, reg_tmp14);
reg_tmp8 = mul_s(uniforms.f[38 + address_registers.y].wzyx, reg_tmp14);
return false;
}
bool sub_41() {
reg_tmp11 = abs(vs_in_reg0.zwzw);
address_registers.xy = ivec2(reg_tmp0.zw);
reg_tmp7 = uniforms.f[32 + address_registers.y].wzyx;
reg_tmp8 = uniforms.f[33 + address_registers.y].wzyx;
return false;
}
// reference: 31D3563606806F06, 7C96EBECB346C618
// shader: 8DD9, 1C4CBC8096EA16CD
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
out vec4 primary_color;
out vec2 texcoord0;
out vec2 texcoord1;
out vec2 texcoord2;
out float texcoord0_w;
out vec4 normquat;
out vec3 view;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
in vec4 vs_out_attr0[];
in vec4 vs_out_attr1[];
in vec4 vs_out_attr2[];
in vec4 vs_out_attr3[];
in vec4 vs_out_attr4[];
struct Vertex {
vec4 attributes[5];
};
vec4 GetVertexQuaternion(Vertex vtx) {
return vec4(0.0, 0.0, 0.0, 0.0);
}
void EmitVtx(Vertex vtx, bool quats_opposite) {
vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
gl_Position = vtx_pos;
#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
gl_ClipDistance[0] = -vtx_pos.z;
gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
vec4 vtx_quat = GetVertexQuaternion(vtx);
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
vec4 vtx_color = vec4(vtx.attributes[1].x, vtx.attributes[1].y, vtx.attributes[1].z, vtx.attributes[1].w);
primary_color = min(abs(vtx_color), vec4(1.0));
texcoord0 = vec2(vtx.attributes[2].x, vtx.attributes[2].y);
texcoord1 = vec2(vtx.attributes[3].x, vtx.attributes[3].y);
texcoord0_w = 0.0;
view = vec3(0.0, 0.0, 0.0);
texcoord2 = vec2(vtx.attributes[4].x, vtx.attributes[4].y);
EmitVertex();
}
bool AreQuaternionsOpposite(vec4 qa, vec4 qb) {
return (dot(qa, qb) < 0.0);
}
void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) {
EmitVtx(vtx0, false);
EmitVtx(vtx1, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx1)));
EmitVtx(vtx2, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx2)));
EndPrimitive();
}
void main() {
Vertex prim_buffer[3];
prim_buffer[0].attributes = vec4[5](vs_out_attr0[0], vs_out_attr1[0], vs_out_attr2[0], vs_out_attr3[0], vs_out_attr4[0]);
prim_buffer[1].attributes = vec4[5](vs_out_attr0[1], vs_out_attr1[1], vs_out_attr2[1], vs_out_attr3[1], vs_out_attr4[1]);
prim_buffer[2].attributes = vec4[5](vs_out_attr0[2], vs_out_attr1[2], vs_out_attr2[2], vs_out_attr3[2], vs_out_attr4[2]);
EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);
}
// reference: 5DAD5699F59B3586, 1C4CBC8096EA16CD
// shader: 8B30, 2B730240EE2A8461
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 1F78A60766D02152, 2B730240EE2A8461
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 2B730240EE2A8461
// shader: 8B31, EA48BBDE6FCDFF23
#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 exec_shader() {
sub_0();
return true;
}
bool sub_0() {
reg_tmp14 = uniforms.f[92].xxxz;
reg_tmp14.xyz = (vs_in_reg0.xyzz).xyz;
reg_tmp15.x = dot_s(uniforms.f[0], reg_tmp14);
reg_tmp15.y = dot_s(uniforms.f[1], reg_tmp14);
reg_tmp15.z = dot_s(uniforms.f[2], reg_tmp14);
reg_tmp15.w = dot_s(uniforms.f[3], reg_tmp14);
reg_tmp14.x = dot_s(uniforms.f[4], reg_tmp15);
reg_tmp14.y = dot_s(uniforms.f[5], reg_tmp15);
reg_tmp14.z = dot_s(uniforms.f[6], reg_tmp15);
reg_tmp14.w = dot_s(uniforms.f[7], reg_tmp15);
vs_out_attr0 = reg_tmp14;
reg_tmp13 = mul_s(uniforms.f[9], vs_in_reg2.xxxx);
reg_tmp12 = uniforms.f[92].zzzz + -vs_in_reg2.xxxx;
vs_out_attr1 = fma_s(reg_tmp12.xxxx, uniforms.f[8], reg_tmp13);
reg_tmp11.xy = (mul_s(uniforms.f[11].xyyy, vs_in_reg1.xyyy)).xy;
reg_tmp11.xy = (uniforms.f[10].xyyy + reg_tmp11.xyyy).xy;
vs_out_attr2.w = (uniforms.f[92].zzzz).w;
vs_out_attr2 = reg_tmp11.xyyy;
return true;
}
// reference: DCBAA9B1EC6186E1, EA48BBDE6FCDFF23
// shader: 8DD9, 5BF5E21F212634DF
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
out vec4 primary_color;
out vec2 texcoord0;
out vec2 texcoord1;
out vec2 texcoord2;
out float texcoord0_w;
out vec4 normquat;
out vec3 view;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
in vec4 vs_out_attr0[];
in vec4 vs_out_attr1[];
in vec4 vs_out_attr2[];
struct Vertex {
vec4 attributes[3];
};
vec4 GetVertexQuaternion(Vertex vtx) {
return vec4(0.0, 0.0, 0.0, 0.0);
}
void EmitVtx(Vertex vtx, bool quats_opposite) {
vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
gl_Position = vtx_pos;
#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
gl_ClipDistance[0] = -vtx_pos.z;
gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
vec4 vtx_quat = GetVertexQuaternion(vtx);
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
vec4 vtx_color = vec4(vtx.attributes[1].x, vtx.attributes[1].y, vtx.attributes[1].z, vtx.attributes[1].w);
primary_color = min(abs(vtx_color), vec4(1.0));
texcoord0 = vec2(vtx.attributes[2].x, vtx.attributes[2].y);
texcoord1 = vec2(0.0, 0.0);
texcoord0_w = vtx.attributes[2].w;
view = vec3(0.0, 0.0, 0.0);
texcoord2 = vec2(0.0, 0.0);
EmitVertex();
}
bool AreQuaternionsOpposite(vec4 qa, vec4 qb) {
return (dot(qa, qb) < 0.0);
}
void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) {
EmitVtx(vtx0, false);
EmitVtx(vtx1, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx1)));
EmitVtx(vtx2, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx2)));
EndPrimitive();
}
void main() {
Vertex prim_buffer[3];
prim_buffer[0].attributes = vec4[3](vs_out_attr0[0], vs_out_attr1[0], vs_out_attr2[0]);
prim_buffer[1].attributes = vec4[3](vs_out_attr0[1], vs_out_attr1[1], vs_out_attr2[1]);
prim_buffer[2].attributes = vec4[3](vs_out_attr0[2], vs_out_attr1[2], vs_out_attr2[2]);
EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);
}
// reference: 5C45BEE5334A19B0, 5BF5E21F212634DF
// shader: 8B30, 7974F3663498993D
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (rounded_primary_color.rgb);
float alpha_output_0 = (rounded_primary_color.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: B2CD74B54B861CFA, 7974F3663498993D
// program: EA48BBDE6FCDFF23, 5BF5E21F212634DF, 7974F3663498993D
// reference: 92EE56F16F94E093, EA48BBDE6FCDFF23
// shader: 8B30, AEF39DBF1939E7F1
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (rounded_primary_color.rgb);
float alpha_output_0 = (rounded_primary_color.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_3 = (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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: 7F3CF11589B8240D, AEF39DBF1939E7F1
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, AEF39DBF1939E7F1
// reference: 7F87A97685750974, 7C96EBECB346C618
// shader: 8B30, 65A1026D0F1D0CAB
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (texcolor1.aaa) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) + (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 9F83159CE92F90C3, 65A1026D0F1D0CAB
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 65A1026D0F1D0CAB
// shader: 8B30, 55DBE4606E174284
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (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;
vec3 color_output_1 = (texcolor0.rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) * (texcolor1.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp(min((const_color[3].rgb) + (texcolor2.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_3 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((texcolor2.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 6075FEA4D5FA438C, 55DBE4606E174284
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 55DBE4606E174284
// shader: 8B30, E861FD6B17444842
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (texcolor0.rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) * (texcolor1.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 0ABADD51E31B6CAF, E861FD6B17444842
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, E861FD6B17444842
// shader: 8B30, B7FC64F9712095FE
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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.aaa) - (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (const_color[0].a) + (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0 * 2.0, alpha_output_0 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: A845CC983BAD9170, B7FC64F9712095FE
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, B7FC64F9712095FE
// shader: 8B30, 9AB06BA92E6A05D3
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (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 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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((texcolor2.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: F2399E4CF856D074, 9AB06BA92E6A05D3
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 9AB06BA92E6A05D3
// shader: 8B30, DCCD1D862E6A05D3
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (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 = (texcolor1.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor2.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((texcolor2.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: F2399E4CCEF4571B, DCCD1D862E6A05D3
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, DCCD1D862E6A05D3
// shader: 8B30, 41423B42E7AD3CA4
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (texcolor1.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 7218CF9949385E7A, 41423B42E7AD3CA4
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 41423B42E7AD3CA4
// shader: 8B30, 1D8EC058917AC83E
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = (texcolor0.rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) * (texcolor1.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: 6AFE8A43A4CB2F69, 1D8EC058917AC83E
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 1D8EC058917AC83E
// shader: 8B30, 42AAD98EAF11E1A9
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (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;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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((texcolor2.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: F2399E4C50EE96ED, 42AAD98EAF11E1A9
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 42AAD98EAF11E1A9
// shader: 8B30, 42AAD98EE96C9786
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (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;
vec3 color_output_1 = (texcolor1.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor2.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((texcolor2.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: F2399E4C664C1182, 42AAD98EE96C9786
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 42AAD98EE96C9786
// shader: 8B30, 9ECB3BB0F4408A2E
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((texcolor0.aaa) - (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (const_color[0].a) + (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0 * 2.0, alpha_output_0 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (texcolor1.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: C525A5061445EE58, 9ECB3BB0F4408A2E
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 9ECB3BB0F4408A2E
// shader: 8B30, 4575B5DF27B76CF8
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (texcolor1.aaa) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) + (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: F2E37C02671446FC, 4575B5DF27B76CF8
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 4575B5DF27B76CF8
// shader: 8B30, 59D66FE01D5C7A89
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp(min((texcolor1.rgb) + (const_color[3].rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_3 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 18D7EC6C5342BDB5, 59D66FE01D5C7A89
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 59D66FE01D5C7A89
// shader: 8B30, DB0CB8022EAD2E28
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((const_color[1].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (const_color[2].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: CBBE845AB35A5635, DB0CB8022EAD2E28
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, DB0CB8022EAD2E28
// shader: 8B30, AB9670EE1A83BA0F
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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;
vec3 color_output_1 = (const_color[1].aaa);
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;
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 = (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 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: B2DAA666B8097C8A, AB9670EE1A83BA0F
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, AB9670EE1A83BA0F
// shader: 8B30, FC3641C81D941303
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((const_color[1].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (const_color[2].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 4B9FD58F9B19D1E8, FC3641C81D941303
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, FC3641C81D941303
// reference: B2DAA666E044711A, AB9670EE1A83BA0F
// shader: 8B30, 7917E2A096B4A784
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (const_color[2].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: B2DAA666EB738B0E, 7917E2A096B4A784
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 7917E2A096B4A784
// shader: 8B30, 44FE693BA162F40A
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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.aaa) - (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (const_color[0].a) + (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0 * 2.0, alpha_output_0 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (const_color[2].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 05E7CCF9B60E3B2C, 44FE693BA162F40A
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 44FE693BA162F40A
// shader: 8B30, 1AD6B7B182ED8F2A
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (texcolor1.aaa) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) + (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
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 = (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 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 86167547E073EE4A, 1AD6B7B182ED8F2A
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 1AD6B7B182ED8F2A
// shader: 8B30, BE67AB1CEB3A77FE
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: 125C988B7A6D9122, BE67AB1CEB3A77FE
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, BE67AB1CEB3A77FE
// shader: 8B30, 82B162ABFB65C206
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 7218CF993DBDD2E4, 82B162ABFB65C206
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 82B162ABFB65C206
// shader: 8B30, 828B17C8889F4FA8
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = (const_color[5].rgb);
float alpha_output_5 = (const_color[5].a);
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: B2CD74B54CE24A81, 828B17C8889F4FA8
// program: 0000000000000000, 0000000000000000, 828B17C8889F4FA8
// shader: 8B30, EE9D59D3D057292A
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: D4F4BEF9AC24CD49, EE9D59D3D057292A
// program: 0000000000000000, 0000000000000000, EE9D59D3D057292A
// shader: 8B30, F789075555A6DC0C
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((texcolor0.rrr) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((texcolor0.ggg) * (const_color[1].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor0.bbb) * (const_color[2].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 3A146E84CA621416, F789075555A6DC0C
// program: 0000000000000000, 0000000000000000, F789075555A6DC0C
// shader: 8B30, B35EFE43E319BB63
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: D4F4BEF913968523, B35EFE43E319BB63
// program: 0000000000000000, 0000000000000000, B35EFE43E319BB63
// shader: 8B30, DC12E218392F9BDB
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: D4F4BEF957C4BCF0, DC12E218392F9BDB
// program: 0000000000000000, 0000000000000000, DC12E218392F9BDB
// reference: D4F4BEF94CE24A81, 828B17C8889F4FA8
// shader: 8B31, 79C10E219316E144
#define mul_s(x, y) (x * y)
#define fma_s(x, y, z) fma(x, y, z)
#define rcp_s(x) (1.0 / x)
#define rsq_s(x) inversesqrt(x)
#define dot_s(x, y) dot(x, y)
#define dot_3(x, y) dot(x, y)
struct pica_uniforms {
bool b[16];
uvec4 i[4];
vec4 f[96];
};
bool exec_shader();
#define uniforms vs_uniforms
layout (std140) uniform vs_config {
pica_uniforms uniforms;
};
layout(location = 0) in vec4 vs_in_reg0;
layout(location = 1) in vec4 vs_in_reg1;
layout(location = 2) in vec4 vs_in_reg2;
layout(location = 3) in vec4 vs_in_reg3;
layout(location = 4) in vec4 vs_in_reg4;
layout(location = 5) in vec4 vs_in_reg5;
layout(location = 6) in vec4 vs_in_reg6;
layout(location = 7) in vec4 vs_in_reg7;
layout(location = 8) in vec4 vs_in_reg8;
out vec4 vs_out_attr0;
out vec4 vs_out_attr1;
out vec4 vs_out_attr2;
out vec4 vs_out_attr3;
out vec4 vs_out_attr4;
out vec4 vs_out_attr5;
out vec4 vs_out_attr6;
void main() {
vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr3 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr4 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr5 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr6 = vec4(0.0, 0.0, 0.0, 1.0);
exec_shader();
}
bvec2 conditional_code = bvec2(false);
ivec3 address_registers = ivec3(0);
vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
bool sub_0();
bool sub_21();
bool sub_4();
bool sub_9();
bool sub_1();
bool sub_2();
bool sub_3();
bool sub_5();
bool sub_7();
bool sub_8();
bool sub_10();
bool sub_20();
bool sub_22();
bool sub_23();
bool sub_24();
bool sub_25();
bool sub_26();
bool sub_27();
bool sub_28();
bool sub_29();
bool sub_6();
bool sub_11();
bool sub_12();
bool sub_13();
bool sub_14();
bool sub_15();
bool sub_16();
bool sub_17();
bool sub_18();
bool sub_19();
bool sub_30();
bool sub_31();
bool sub_32();
bool sub_44();
bool sub_33();
bool sub_34();
bool sub_35();
bool sub_36();
bool sub_37();
bool sub_38();
bool sub_39();
bool sub_40();
bool sub_41();
bool sub_42();
bool sub_43();
bool sub_45();
bool sub_46();
bool sub_52();
bool sub_53();
bool sub_54();
bool sub_55();
bool sub_57();
bool sub_47();
bool sub_48();
bool sub_49();
bool sub_50();
bool sub_51();
bool sub_56();
bool sub_58();
bool sub_59();
bool sub_60();
bool sub_61();
bool sub_62();
bool sub_63();
bool sub_64();
bool sub_65();
bool sub_66();
bool sub_67();
bool sub_68();
bool sub_69();
bool sub_70();
bool exec_shader() {
sub_0();
return true;
}
bool sub_0() {
{
sub_1();
}
{
sub_30();
}
{
sub_45();
}
{
sub_59();
}
{
sub_66();
}
return true;
}
bool sub_21() {
address_registers.x = (ivec2(reg_tmp1.xx)).x;
reg_tmp3.x = dot_s(uniforms.f[25 + address_registers.x], reg_tmp15);
reg_tmp3.y = dot_s(uniforms.f[26 + address_registers.x], reg_tmp15);
reg_tmp3.z = dot_s(uniforms.f[27 + address_registers.x], reg_tmp15);
reg_tmp10 = fma_s(reg_tmp1.wwww, reg_tmp3, reg_tmp10);
return false;
}
bool sub_4() {
address_registers.x = (ivec2(reg_tmp1.xx)).x;
reg_tmp3.x = dot_s(uniforms.f[25 + address_registers.x], reg_tmp15);
reg_tmp3.y = dot_s(uniforms.f[26 + address_registers.x], reg_tmp15);
reg_tmp3.z = dot_s(uniforms.f[27 + address_registers.x], reg_tmp15);
reg_tmp4.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp14.xyz);
reg_tmp4.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp14.xyz);
reg_tmp4.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp14.xyz);
reg_tmp10 = fma_s(reg_tmp1.wwww, reg_tmp3, reg_tmp10);
reg_tmp12 = fma_s(reg_tmp1.wwww, reg_tmp4, reg_tmp12);
return false;
}
bool sub_9() {
address_registers.x = (ivec2(reg_tmp1.xx)).x;
reg_tmp3.x = dot_s(uniforms.f[25 + address_registers.x], reg_tmp15);
reg_tmp3.y = dot_s(uniforms.f[26 + address_registers.x], reg_tmp15);
reg_tmp3.z = dot_s(uniforms.f[27 + address_registers.x], reg_tmp15);
reg_tmp4.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp14.xyz);
reg_tmp4.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp14.xyz);
reg_tmp4.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp14.xyz);
reg_tmp5.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp13.xyz);
reg_tmp5.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp13.xyz);
reg_tmp5.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp13.xyz);
reg_tmp10 = fma_s(reg_tmp1.wwww, reg_tmp3, reg_tmp10);
reg_tmp12 = fma_s(reg_tmp1.wwww, reg_tmp4, reg_tmp12);
reg_tmp11 = fma_s(reg_tmp1.wwww, reg_tmp5, reg_tmp11);
return false;
}
bool sub_1() {
reg_tmp15.xyz = (mul_s(uniforms.f[7].xxxx, vs_in_reg0)).xyz;
reg_tmp14.xyz = (mul_s(uniforms.f[7].yyyy, vs_in_reg1)).xyz;
reg_tmp13.xyz = (mul_s(uniforms.f[7].zzzz, vs_in_reg2)).xyz;
reg_tmp15.xyz = (uniforms.f[6] + reg_tmp15).xyz;
reg_tmp15.w = (uniforms.f[93].yyyy).w;
if (uniforms.b[1]) {
sub_2();
} else {
sub_23();
}
return false;
}
bool sub_2() {
reg_tmp0 = uniforms.f[7];
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.yz);
reg_tmp10 = uniforms.f[93].xxxx;
reg_tmp12 = uniforms.f[93].xxxx;
reg_tmp11 = uniforms.f[93].xxxx;
reg_tmp2 = mul_s(uniforms.f[93].wwww, vs_in_reg7);
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_3();
} else {
sub_7();
}
vs_out_attr2 = -reg_tmp15;
vs_out_attr0.x = dot_s(uniforms.f[86], reg_tmp15);
vs_out_attr0.y = dot_s(uniforms.f[87], reg_tmp15);
vs_out_attr0.z = dot_s(uniforms.f[88], reg_tmp15);
vs_out_attr0.w = dot_s(uniforms.f[89], reg_tmp15);
return false;
}
bool sub_3() {
conditional_code = notEqual(uniforms.f[93].xx, vs_in_reg8.zw);
reg_tmp1.xy = (reg_tmp2.xxxx).xy;
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.xxxx)).w;
{
sub_4();
}
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
{
sub_4();
}
reg_tmp1.xy = (reg_tmp2.zzzz).xy;
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.zzzz)).w;
if (conditional_code.x) {
sub_4();
}
if (uniforms.b[8]) {
sub_5();
}
reg_tmp10.w = (uniforms.f[93].yyyy).w;
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
reg_tmp15.w = (uniforms.f[93].yyyy).w;
reg_tmp14.x = dot_3(uniforms.f[3].xyz, reg_tmp12.xyz);
reg_tmp14.y = dot_3(uniforms.f[4].xyz, reg_tmp12.xyz);
reg_tmp14.z = dot_3(uniforms.f[5].xyz, reg_tmp12.xyz);
{
sub_6();
}
return false;
}
bool sub_5() {
reg_tmp1.xy = (reg_tmp2.wwww).xy;
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.wwww)).w;
if (conditional_code.y) {
sub_4();
}
return false;
}
bool sub_7() {
if (all(conditional_code)) {
sub_8();
} else {
sub_20();
}
return false;
}
bool sub_8() {
conditional_code = notEqual(uniforms.f[93].xx, vs_in_reg8.zw);
reg_tmp1.xy = (reg_tmp2.xxxx).xy;
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.xxxx)).w;
{
sub_9();
}
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
{
sub_9();
}
reg_tmp1.xy = (reg_tmp2.zzzz).xy;
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.zzzz)).w;
if (conditional_code.x) {
sub_9();
}
if (uniforms.b[8]) {
sub_10();
}
reg_tmp10.w = (uniforms.f[93].yyyy).w;
reg_tmp13.x = dot_3(uniforms.f[3].xyz, reg_tmp11.xyz);
reg_tmp13.y = dot_3(uniforms.f[4].xyz, reg_tmp11.xyz);
reg_tmp13.z = dot_3(uniforms.f[5].xyz, reg_tmp11.xyz);
reg_tmp14.x = dot_3(uniforms.f[3].xyz, reg_tmp12.xyz);
reg_tmp14.y = dot_3(uniforms.f[4].xyz, reg_tmp12.xyz);
reg_tmp14.z = dot_3(uniforms.f[5].xyz, reg_tmp12.xyz);
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
reg_tmp15.w = (uniforms.f[93].yyyy).w;
{
sub_11();
}
return false;
}
bool sub_10() {
reg_tmp1.xy = (reg_tmp2.wwww).xy;
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.wwww)).w;
if (conditional_code.y) {
sub_9();
}
return false;
}
bool sub_20() {
conditional_code = notEqual(uniforms.f[93].xx, vs_in_reg8.zw);
reg_tmp1.xy = (reg_tmp2.xxxx).xy;
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.xxxx)).w;
{
sub_21();
}
reg_tmp1.xy = (reg_tmp2.yyyy).xy;
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.yyyy)).w;
{
sub_21();
}
reg_tmp1.xy = (reg_tmp2.zzzz).xy;
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.zzzz)).w;
if (conditional_code.x) {
sub_21();
}
if (uniforms.b[8]) {
sub_22();
}
reg_tmp10.w = (uniforms.f[93].yyyy).w;
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
reg_tmp15.w = (uniforms.f[93].yyyy).w;
vs_out_attr1 = uniforms.f[93].xxxx;
return false;
}
bool sub_22() {
reg_tmp1.xy = (reg_tmp2.wwww).xy;
reg_tmp1.w = (mul_s(uniforms.f[8].wwww, vs_in_reg8.wwww)).w;
if (conditional_code.y) {
sub_21();
}
return false;
}
bool sub_23() {
reg_tmp0 = uniforms.f[7];
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.yz);
if (uniforms.b[2]) {
sub_24();
} else {
sub_25();
}
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_26();
} else {
sub_27();
}
vs_out_attr2 = -reg_tmp15;
vs_out_attr0.x = dot_s(uniforms.f[86], reg_tmp15);
vs_out_attr0.y = dot_s(uniforms.f[87], reg_tmp15);
vs_out_attr0.z = dot_s(uniforms.f[88], reg_tmp15);
vs_out_attr0.w = dot_s(uniforms.f[89], reg_tmp15);
return false;
}
bool sub_24() {
reg_tmp1.x = (mul_s(uniforms.f[93].wwww, vs_in_reg7.xxxx)).x;
address_registers.x = (ivec2(reg_tmp1.xx)).x;
reg_tmp10.x = dot_s(uniforms.f[25 + address_registers.x], reg_tmp15);
reg_tmp10.y = dot_s(uniforms.f[26 + address_registers.x], reg_tmp15);
reg_tmp10.z = dot_s(uniforms.f[27 + address_registers.x], reg_tmp15);
reg_tmp10.w = (uniforms.f[93].yyyy).w;
return false;
}
bool sub_25() {
address_registers.x = (ivec2(uniforms.f[93].xx)).x;
reg_tmp10.x = dot_s(uniforms.f[25], reg_tmp15);
reg_tmp10.y = dot_s(uniforms.f[26], reg_tmp15);
reg_tmp10.z = dot_s(uniforms.f[27], reg_tmp15);
reg_tmp10.w = (uniforms.f[93].yyyy).w;
return false;
}
bool sub_26() {
reg_tmp12.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp14.xyz);
reg_tmp12.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp14.xyz);
reg_tmp12.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp14.xyz);
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
reg_tmp15.w = (uniforms.f[93].yyyy).w;
reg_tmp14.x = dot_3(uniforms.f[3].xyz, reg_tmp12.xyz);
reg_tmp14.y = dot_3(uniforms.f[4].xyz, reg_tmp12.xyz);
reg_tmp14.z = dot_3(uniforms.f[5].xyz, reg_tmp12.xyz);
{
sub_6();
}
return false;
}
bool sub_27() {
if (all(conditional_code)) {
sub_28();
} else {
sub_29();
}
return false;
}
bool sub_28() {
reg_tmp12.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp14.xyz);
reg_tmp12.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp14.xyz);
reg_tmp12.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp14.xyz);
reg_tmp11.x = dot_3(uniforms.f[25 + address_registers.x].xyz, reg_tmp13.xyz);
reg_tmp11.y = dot_3(uniforms.f[26 + address_registers.x].xyz, reg_tmp13.xyz);
reg_tmp11.z = dot_3(uniforms.f[27 + address_registers.x].xyz, reg_tmp13.xyz);
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
reg_tmp15.w = (uniforms.f[93].yyyy).w;
reg_tmp14.x = dot_3(uniforms.f[3].xyz, reg_tmp12.xyz);
reg_tmp14.y = dot_3(uniforms.f[4].xyz, reg_tmp12.xyz);
reg_tmp14.z = dot_3(uniforms.f[5].xyz, reg_tmp12.xyz);
reg_tmp13.x = dot_3(uniforms.f[3].xyz, reg_tmp11.xyz);
reg_tmp13.y = dot_3(uniforms.f[4].xyz, reg_tmp11.xyz);
reg_tmp13.z = dot_3(uniforms.f[5].xyz, reg_tmp11.xyz);
{
sub_11();
}
return false;
}
bool sub_29() {
reg_tmp15.x = dot_s(uniforms.f[90], reg_tmp10);
reg_tmp15.y = dot_s(uniforms.f[91], reg_tmp10);
reg_tmp15.z = dot_s(uniforms.f[92], reg_tmp10);
reg_tmp15.w = (uniforms.f[93].yyyy).w;
vs_out_attr1 = uniforms.f[93].xxxx;
return false;
}
bool sub_6() {
uint jmp_to = 186u;
while (true) {
switch (jmp_to) {
case 186u: {
reg_tmp6.x = dot_3(reg_tmp14.xyz, reg_tmp14.xyz);
reg_tmp7.x = dot_3(reg_tmp12.xyz, reg_tmp12.xyz);
reg_tmp6.x = rsq_s(reg_tmp6.x);
reg_tmp7.x = rsq_s(reg_tmp7.x);
reg_tmp14.xyz = (mul_s(reg_tmp14.xyzz, reg_tmp6.xxxx)).xyz;
reg_tmp12.xyz = (mul_s(reg_tmp12.xyzz, reg_tmp7.xxxx)).xyz;
reg_tmp0 = uniforms.f[93].yxxx;
if (!uniforms.b[3]) {
{ jmp_to = 202u; break; }
}
reg_tmp4 = uniforms.f[93].yyyy + reg_tmp14.zzzz;
reg_tmp4 = mul_s(uniforms.f[94].zzzz, reg_tmp4);
conditional_code = greaterThanEqual(uniforms.f[93].xx, reg_tmp4.xx);
reg_tmp4 = vec4(rsq_s(reg_tmp4.x));
reg_tmp5 = mul_s(uniforms.f[94].zzzz, reg_tmp14);
if (conditional_code.x) {
{ jmp_to = 202u; break; }
}
reg_tmp0.z = rcp_s(reg_tmp4.x);
reg_tmp0.xy = (mul_s(reg_tmp5, reg_tmp4)).xy;
}
case 202u: {
vs_out_attr1 = reg_tmp0;
}
default: return false;
}
}
return false;
}
bool sub_11() {
uint jmp_to = 203u;
while (true) {
switch (jmp_to) {
case 203u: {
reg_tmp6.x = dot_3(reg_tmp14.xyz, reg_tmp14.xyz);
reg_tmp7.x = dot_3(reg_tmp12.xyz, reg_tmp12.xyz);
reg_tmp6.x = rsq_s(reg_tmp6.x);
reg_tmp7.x = rsq_s(reg_tmp7.x);
reg_tmp14.xyz = (mul_s(reg_tmp14.xyzz, reg_tmp6.xxxx)).xyz;
reg_tmp12.xyz = (mul_s(reg_tmp12.xyzz, reg_tmp7.xxxx)).xyz;
reg_tmp13.xyz = (mul_s(reg_tmp13.xyzz, reg_tmp6.xxxx)).xyz;
reg_tmp11.xyz = (mul_s(reg_tmp11.xyzz, reg_tmp7.xxxx)).xyz;
reg_tmp0 = uniforms.f[93].yxxx;
if (!uniforms.b[3]) {
{ jmp_to = 278u; break; }
}
reg_tmp13.xyz = (mul_s(reg_tmp13.xyzz, reg_tmp6.xxxx)).xyz;
reg_tmp11.xyz = (mul_s(reg_tmp11.xyzz, reg_tmp7.xxxx)).xyz;
reg_tmp5 = mul_s(reg_tmp14.yzxx, reg_tmp13.zxyy);
reg_tmp5 = fma_s(-reg_tmp13.yzxx, reg_tmp14.zxyy, reg_tmp5);
reg_tmp5.w = dot_3(reg_tmp5.xyz, reg_tmp5.xyz);
reg_tmp5.w = rsq_s(reg_tmp5.w);
reg_tmp5 = mul_s(reg_tmp5, reg_tmp5.wwww);
reg_tmp6.w = (reg_tmp14.zzzz + reg_tmp5.yyyy).w;
reg_tmp13 = mul_s(reg_tmp5.yzxx, reg_tmp14.zxyy);
reg_tmp13 = fma_s(-reg_tmp14.yzxx, reg_tmp5.zxyy, reg_tmp13);
reg_tmp6.w = (reg_tmp13.xxxx + reg_tmp6).w;
reg_tmp13.w = (reg_tmp5.zzzz).w;
reg_tmp5.z = (reg_tmp13.xxxx).z;
reg_tmp6.w = (uniforms.f[93].yyyy + reg_tmp6).w;
reg_tmp14.w = (reg_tmp5.xxxx).w;
reg_tmp5.x = (reg_tmp14.zzzz).x;
conditional_code = lessThan(uniforms.f[94].yy, reg_tmp6.ww);
reg_tmp6.x = (uniforms.f[93].yyyy).x;
reg_tmp6.y = (-uniforms.f[93].yyyy).y;
if (!conditional_code.x) {
{ jmp_to = 240u; break; }
}
reg_tmp7.xz = (reg_tmp13.wwyy + -reg_tmp14.yyww).xz;
reg_tmp7.y = (reg_tmp14.xxxx + -reg_tmp13.zzzz).y;
reg_tmp7.w = (reg_tmp6).w;
reg_tmp6 = vec4(dot_s(reg_tmp7, reg_tmp7));
reg_tmp6 = vec4(rsq_s(reg_tmp6.x));
reg_tmp0 = mul_s(reg_tmp7, reg_tmp6);
if (uniforms.b[0]) {
{ jmp_to = 278u; break; }
}
}
case 240u: {
conditional_code = greaterThan(reg_tmp5.zy, reg_tmp5.yx);
if (conditional_code.x) {
sub_12();
} else {
sub_17();
}
reg_tmp6 = vec4(dot_s(reg_tmp8, reg_tmp8));
reg_tmp6 = vec4(rsq_s(reg_tmp6.x));
reg_tmp0 = mul_s(reg_tmp8, reg_tmp6);
}
case 278u: {
vs_out_attr1 = reg_tmp0;
}
default: return false;
}
}
return false;
}
bool sub_12() {
if (conditional_code.y) {
sub_13();
} else {
sub_14();
}
reg_tmp8.w = (-reg_tmp8).w;
return false;
}
bool sub_13() {
reg_tmp8 = mul_s(reg_tmp13.yyzw, reg_tmp6.xxxy);
reg_tmp8.x = (uniforms.f[93].yyyy + -reg_tmp5.yyyy).x;
reg_tmp9 = reg_tmp5.zzzz + -reg_tmp5.xxxx;
reg_tmp8.yzw = (reg_tmp8 + reg_tmp14.wwxy).yzw;
reg_tmp8.x = (reg_tmp9 + reg_tmp8).x;
return false;
}
bool sub_14() {
conditional_code = greaterThan(reg_tmp5.zz, reg_tmp5.xx);
reg_tmp8 = mul_s(reg_tmp13.yyzw, reg_tmp6.xxxy);
reg_tmp8.x = (uniforms.f[93].yyyy + -reg_tmp5.yyyy).x;
if (conditional_code.x) {
sub_15();
} else {
sub_16();
}
return false;
}
bool sub_15() {
reg_tmp9 = reg_tmp5.zzzz + -reg_tmp5.xxxx;
reg_tmp8.yzw = (reg_tmp8 + reg_tmp14.wwxy).yzw;
reg_tmp8.x = (reg_tmp9 + reg_tmp8).x;
return false;
}
bool sub_16() {
reg_tmp8 = mul_s(reg_tmp13.zwwy, reg_tmp6.xxxy);
reg_tmp8.z = (uniforms.f[93].yyyy + -reg_tmp5.zzzz).z;
reg_tmp9 = reg_tmp5.xxxx + -reg_tmp5.yyyy;
reg_tmp8.xyw = (reg_tmp8 + reg_tmp14.xyyw).xyw;
reg_tmp8.z = (reg_tmp9 + reg_tmp8).z;
return false;
}
bool sub_17() {
if (conditional_code.y) {
sub_18();
} else {
sub_19();
}
return false;
}
bool sub_18() {
reg_tmp8 = mul_s(reg_tmp13.yywz, reg_tmp6.xxxy);
reg_tmp8.y = (uniforms.f[93].yyyy + -reg_tmp5.zzzz).y;
reg_tmp9 = reg_tmp5.yyyy + -reg_tmp5.xxxx;
reg_tmp8.xzw = (reg_tmp8 + reg_tmp14.wwyx).xzw;
reg_tmp8.y = (reg_tmp9 + reg_tmp8).y;
return false;
}
bool sub_19() {
reg_tmp8 = mul_s(reg_tmp13.zwwy, reg_tmp6.xxxy);
reg_tmp8.z = (uniforms.f[93].yyyy + -reg_tmp5.zzzz).z;
reg_tmp9 = reg_tmp5.xxxx + -reg_tmp5.yyyy;
reg_tmp8.xyw = (reg_tmp8 + reg_tmp14.xyyw).xyw;
reg_tmp8.z = (reg_tmp9 + reg_tmp8).z;
reg_tmp8.w = (-reg_tmp8).w;
return false;
}
bool sub_30() {
reg_tmp8.xy = (uniforms.f[93].xxxx).xy;
reg_tmp0.y = (uniforms.f[7].wwww).y;
conditional_code = notEqual(uniforms.f[93].xx, reg_tmp0.xy);
reg_tmp9.xyz = (uniforms.f[93].xxxx).xyz;
reg_tmp9.w = (uniforms.f[21].wwww).w;
if (conditional_code.y) {
sub_31();
}
if (uniforms.b[12]) {
sub_33();
}
if (uniforms.b[5]) {
sub_42();
}
conditional_code = equal(uniforms.f[93].xx, reg_tmp8.xy);
if (all(conditional_code)) {
sub_44();
}
vs_out_attr3 = max(uniforms.f[93].xxxx, reg_tmp9);
return false;
}
bool sub_31() {
reg_tmp0 = mul_s(uniforms.f[7].wwww, vs_in_reg3);
if (uniforms.b[7]) {
sub_32();
}
reg_tmp9.xyz = (mul_s(uniforms.f[20].wwww, reg_tmp0.xyzz)).xyz;
reg_tmp8.x = (uniforms.f[93].yyyy).x;
return false;
}
bool sub_32() {
reg_tmp9.w = (mul_s(reg_tmp9.wwww, reg_tmp0.wwww)).w;
return false;
}
bool sub_44() {
reg_tmp9 = uniforms.f[21];
return false;
}
bool sub_33() {
reg_tmp1 = uniforms.f[20];
reg_tmp2 = uniforms.f[21];
reg_tmp3 = uniforms.f[93].xxxx;
address_registers.z = int(uniforms.i[0].y);
for (uint loop299 = 0u; loop299 <= uniforms.i[0].x; address_registers.z += int(uniforms.i[0].z), ++loop299) {
sub_34();
}
reg_tmp8.x = (uniforms.f[93].yyyy).x;
return false;
}
bool sub_34() {
address_registers.x = (ivec2(reg_tmp3.xy)).x;
reg_tmp4.x = (uniforms.f[81 + address_registers.x].wwww).x;
reg_tmp4.y = (uniforms.f[83 + address_registers.x].wwww).y;
conditional_code = equal(uniforms.f[93].xy, reg_tmp4.xy);
if (conditional_code.x) {
sub_35();
} else {
sub_36();
}
conditional_code.x = uniforms.f[93].xxxx.x == reg_tmp6.xyyy.x;
conditional_code.y = uniforms.f[93].xxxx.y < reg_tmp6.xyyy.y;
if (conditional_code.y) {
sub_41();
}
reg_tmp3 = -uniforms.f[95].wwww + reg_tmp3;
return false;
}
bool sub_35() {
reg_tmp6.x = dot_3(uniforms.f[81 + address_registers.x].xyz, reg_tmp14.xyz);
reg_tmp6.y = (uniforms.f[93].yyyy).y;
return false;
}
bool sub_36() {
reg_tmp4 = uniforms.f[81 + address_registers.x] + -reg_tmp15;
reg_tmp6.y = (uniforms.f[93].yyyy).y;
if (conditional_code.y) {
sub_37();
}
reg_tmp5 = uniforms.f[82 + address_registers.x];
conditional_code = equal(uniforms.f[93].yy, reg_tmp5.ww);
reg_tmp4.w = dot_3(reg_tmp4.xyz, reg_tmp4.xyz);
reg_tmp4.w = rsq_s(reg_tmp4.w);
reg_tmp4 = mul_s(reg_tmp4, reg_tmp4.wwww);
if (conditional_code.x) {
sub_38();
}
reg_tmp6.x = dot_3(reg_tmp14.xyz, reg_tmp4.xyz);
return false;
}
bool sub_37() {
reg_tmp5.x = (uniforms.f[93].yyyy).x;
reg_tmp5.z = dot_3(reg_tmp4.xyz, reg_tmp4.xyz);
reg_tmp5.y = (mul_s(reg_tmp5.zzzz, reg_tmp5.zzzz)).y;
reg_tmp6.y = dot_3(uniforms.f[83 + address_registers.x].xyz, reg_tmp5.xyz);
reg_tmp6.y = rcp_s(reg_tmp6.y);
return false;
}
bool sub_38() {
reg_tmp5.x = dot_3(uniforms.f[82 + address_registers.x].xyz, -reg_tmp4.xyz);
reg_tmp5.y = (vec4(lessThan(reg_tmp5.xxxx, uniforms.f[84 + address_registers.x].yyyy))).y;
conditional_code = equal(uniforms.f[93].yy, reg_tmp5.xy);
if (conditional_code.y) {
sub_39();
} else {
sub_40();
}
reg_tmp6.y = (mul_s(reg_tmp6.yyyy, reg_tmp5.xxxx)).y;
return false;
}
bool sub_39() {
reg_tmp5.x = (uniforms.f[93].xxxx).x;
return false;
}
bool sub_40() {
reg_tmp5.y = log2(reg_tmp5.x);
reg_tmp5.y = (mul_s(uniforms.f[84 + address_registers.x].xxxx, reg_tmp5.yyyy)).y;
reg_tmp5.x = exp2(reg_tmp5.y);
return false;
}
bool sub_41() {
reg_tmp6.x = (max(uniforms.f[93].xxxx, reg_tmp6.xxxx)).x;
reg_tmp9.xyz = (fma_s(reg_tmp1.xyzz, uniforms.f[79 + address_registers.x].xyzz, reg_tmp9.xyzz)).xyz;
reg_tmp4 = mul_s(uniforms.f[80 + address_registers.x], reg_tmp2);
reg_tmp5.xyz = (mul_s(reg_tmp6.xxxx, reg_tmp4.xyzz)).xyz;
reg_tmp5.xyz = (mul_s(reg_tmp6.yyyy, reg_tmp5.xyzz)).xyz;
reg_tmp9.xyz = (reg_tmp9.xyzz + reg_tmp5.xyzz).xyz;
reg_tmp9.w = (reg_tmp9.wwww + reg_tmp4.wwww).w;
return false;
}
bool sub_42() {
reg_tmp1 = vec4(dot_3(uniforms.f[24].xyz, reg_tmp14.xyz));
reg_tmp2 = uniforms.f[24].wwww;
reg_tmp1 = fma_s(reg_tmp1, reg_tmp2, reg_tmp2);
reg_tmp3 = uniforms.f[22];
reg_tmp2 = uniforms.f[23] + -reg_tmp3;
reg_tmp4 = fma_s(reg_tmp2, reg_tmp1, reg_tmp3);
if (uniforms.b[6]) {
sub_43();
}
reg_tmp9.xyz = (fma_s(reg_tmp4, uniforms.f[21], reg_tmp9)).xyz;
reg_tmp8.x = (uniforms.f[93].yyyy).x;
return false;
}
bool sub_43() {
reg_tmp4 = mul_s(reg_tmp4, reg_tmp9.wwww);
return false;
}
bool sub_45() {
reg_tmp0.xy = (uniforms.f[10].xxxx).xy;
if (uniforms.b[9]) {
sub_46();
} else {
sub_52();
}
return false;
}
bool sub_46() {
{
sub_47();
}
reg_tmp3.x = dot_s(uniforms.f[11].xywz, reg_tmp6);
reg_tmp3.y = dot_s(uniforms.f[12].xywz, reg_tmp6);
reg_tmp3.zw = (uniforms.f[93].xxxx).zw;
vs_out_attr4 = reg_tmp3;
return false;
}
bool sub_52() {
conditional_code = equal(uniforms.f[95].xy, reg_tmp0.xy);
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
if (all(not(conditional_code))) {
sub_53();
} else {
sub_54();
}
vs_out_attr4 = reg_tmp3;
return false;
}
bool sub_53() {
reg_tmp6 = reg_tmp10;
reg_tmp3.x = dot_s(uniforms.f[11], reg_tmp6);
reg_tmp3.y = dot_s(uniforms.f[12], reg_tmp6);
reg_tmp3.z = dot_s(uniforms.f[13], reg_tmp6);
reg_tmp0.xy = (mul_s(uniforms.f[19].xyyy, reg_tmp3.zzzz)).xy;
reg_tmp3.xy = (reg_tmp3.xyyy + reg_tmp0.xyyy).xy;
return false;
}
bool sub_54() {
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_55();
} else {
sub_57();
}
return false;
}
bool sub_55() {
{
sub_56();
}
reg_tmp3.x = dot_3(uniforms.f[11].xyz, reg_tmp6.xyz);
reg_tmp3.y = dot_3(uniforms.f[12].xyz, reg_tmp6.xyz);
reg_tmp3.z = dot_3(uniforms.f[13].xyz, reg_tmp6.xyz);
return false;
}
bool sub_57() {
{
sub_58();
}
reg_tmp3.x = dot_s(uniforms.f[11], reg_tmp6);
reg_tmp3.y = dot_s(uniforms.f[12], reg_tmp6);
return false;
}
bool sub_47() {
conditional_code = equal(uniforms.f[93].yz, reg_tmp0.xy);
if (all(not(conditional_code))) {
sub_48();
} else {
sub_49();
}
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
return false;
}
bool sub_48() {
reg_tmp6.xy = (mul_s(uniforms.f[8].xxxx, vs_in_reg4.xyyy)).xy;
return false;
}
bool sub_49() {
if (all(bvec2(conditional_code.x, !conditional_code.y))) {
sub_50();
} else {
sub_51();
}
return false;
}
bool sub_50() {
reg_tmp6.xy = (mul_s(uniforms.f[8].yyyy, vs_in_reg5.xyyy)).xy;
return false;
}
bool sub_51() {
reg_tmp6.xy = (mul_s(uniforms.f[8].zzzz, vs_in_reg6.xyyy)).xy;
return false;
}
bool sub_56() {
reg_tmp2 = -reg_tmp15;
reg_tmp2.w = dot_3(reg_tmp2.xyz, reg_tmp2.xyz);
reg_tmp2.w = rsq_s(reg_tmp2.w);
reg_tmp2 = mul_s(reg_tmp2, reg_tmp2.wwww);
reg_tmp1 = vec4(dot_3(reg_tmp2.xyz, reg_tmp14.xyz));
reg_tmp1 = reg_tmp1 + reg_tmp1;
reg_tmp6 = fma_s(reg_tmp1, reg_tmp14, -reg_tmp2);
return false;
}
bool sub_58() {
reg_tmp1.xy = (uniforms.f[94].zzzz).xy;
reg_tmp1.zw = (uniforms.f[93].xxxx).zw;
reg_tmp6 = fma_s(reg_tmp14, reg_tmp1, reg_tmp1);
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
return false;
}
bool sub_59() {
reg_tmp0.xy = (uniforms.f[10].yyyy).xy;
if (uniforms.b[10]) {
sub_60();
} else {
sub_61();
}
return false;
}
bool sub_60() {
{
sub_47();
}
reg_tmp4.x = dot_s(uniforms.f[14].xywz, reg_tmp6);
reg_tmp4.y = dot_s(uniforms.f[15].xywz, reg_tmp6);
vs_out_attr5 = reg_tmp4;
return false;
}
bool sub_61() {
if (uniforms.b[13]) {
sub_62();
} else {
sub_65();
}
return false;
}
bool sub_62() {
conditional_code = equal(uniforms.f[95].xy, reg_tmp0.xy);
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
if (all(not(conditional_code))) {
sub_63();
} else {
sub_64();
}
vs_out_attr5 = reg_tmp4;
return false;
}
bool sub_63() {
reg_tmp6 = reg_tmp10;
reg_tmp4.x = dot_s(uniforms.f[14], reg_tmp6);
reg_tmp4.y = dot_s(uniforms.f[15], reg_tmp6);
reg_tmp4.z = dot_s(uniforms.f[16], reg_tmp6);
reg_tmp6.w = rcp_s(reg_tmp4.z);
reg_tmp4.xy = (mul_s(reg_tmp4.xyyy, reg_tmp6.wwww)).xy;
reg_tmp4.xy = (uniforms.f[19].zwww + reg_tmp4.xyyy).xy;
return false;
}
bool sub_64() {
{
sub_58();
}
reg_tmp4.x = dot_s(uniforms.f[14], reg_tmp6);
reg_tmp4.y = dot_s(uniforms.f[15], reg_tmp6);
return false;
}
bool sub_65() {
vs_out_attr5 = uniforms.f[93].xxxx;
return false;
}
bool sub_66() {
reg_tmp0.xy = (uniforms.f[10].zzzz).xy;
if (uniforms.b[11]) {
sub_67();
} else {
sub_68();
}
return false;
}
bool sub_67() {
{
sub_47();
}
reg_tmp5.x = dot_s(uniforms.f[17].xywz, reg_tmp6);
reg_tmp5.y = dot_s(uniforms.f[18].xywz, reg_tmp6);
vs_out_attr6 = reg_tmp5;
return false;
}
bool sub_68() {
if (uniforms.b[14]) {
sub_69();
} else {
sub_70();
}
return false;
}
bool sub_69() {
reg_tmp6.zw = (uniforms.f[93].xxyy).zw;
reg_tmp5.zw = (reg_tmp6.zwww).zw;
{
sub_58();
}
reg_tmp5.x = dot_s(uniforms.f[17], reg_tmp6);
reg_tmp5.y = dot_s(uniforms.f[18], reg_tmp6);
vs_out_attr6 = reg_tmp5;
return false;
}
bool sub_70() {
vs_out_attr6 = uniforms.f[93].xxxx;
return false;
}
// reference: DC1D300019ECD146, 79C10E219316E144
// shader: 8DD9, 0D30074279C2FEED
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
out vec4 primary_color;
out vec2 texcoord0;
out vec2 texcoord1;
out vec2 texcoord2;
out float texcoord0_w;
out vec4 normquat;
out vec3 view;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
in vec4 vs_out_attr0[];
in vec4 vs_out_attr1[];
in vec4 vs_out_attr2[];
in vec4 vs_out_attr3[];
in vec4 vs_out_attr4[];
in vec4 vs_out_attr5[];
in vec4 vs_out_attr6[];
struct Vertex {
vec4 attributes[7];
};
vec4 GetVertexQuaternion(Vertex vtx) {
return vec4(vtx.attributes[1].x, vtx.attributes[1].y, vtx.attributes[1].z, vtx.attributes[1].w);
}
void EmitVtx(Vertex vtx, bool quats_opposite) {
vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
gl_Position = vtx_pos;
#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
gl_ClipDistance[0] = -vtx_pos.z;
gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
vec4 vtx_quat = GetVertexQuaternion(vtx);
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
vec4 vtx_color = vec4(vtx.attributes[3].x, vtx.attributes[3].y, vtx.attributes[3].z, vtx.attributes[3].w);
primary_color = min(abs(vtx_color), vec4(1.0));
texcoord0 = vec2(vtx.attributes[4].x, vtx.attributes[4].y);
texcoord1 = vec2(vtx.attributes[5].x, vtx.attributes[5].y);
texcoord0_w = vtx.attributes[4].z;
view = vec3(vtx.attributes[2].x, vtx.attributes[2].y, vtx.attributes[2].z);
texcoord2 = vec2(vtx.attributes[6].x, vtx.attributes[6].y);
EmitVertex();
}
bool AreQuaternionsOpposite(vec4 qa, vec4 qb) {
return (dot(qa, qb) < 0.0);
}
void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) {
EmitVtx(vtx0, false);
EmitVtx(vtx1, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx1)));
EmitVtx(vtx2, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx2)));
EndPrimitive();
}
void main() {
Vertex prim_buffer[3];
prim_buffer[0].attributes = vec4[7](vs_out_attr0[0], vs_out_attr1[0], vs_out_attr2[0], vs_out_attr3[0], vs_out_attr4[0], vs_out_attr5[0], vs_out_attr6[0]);
prim_buffer[1].attributes = vec4[7](vs_out_attr0[1], vs_out_attr1[1], vs_out_attr2[1], vs_out_attr3[1], vs_out_attr4[1], vs_out_attr5[1], vs_out_attr6[1]);
prim_buffer[2].attributes = vec4[7](vs_out_attr0[2], vs_out_attr1[2], vs_out_attr2[2], vs_out_attr3[2], vs_out_attr4[2], vs_out_attr5[2], vs_out_attr6[2]);
EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);
}
// reference: FC74FA4ACA1C8C74, 0D30074279C2FEED
// shader: 8B30, AF3F40ED994DEE2E
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(half_vector)))) * 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);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(half_vector)))) * 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 = (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;
vec3 color_output_1 = byteround(clamp(min((primary_fragment_color.rgb) + (rounded_primary_color.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
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: D6180DAD45106173, AF3F40ED994DEE2E
// program: 79C10E219316E144, 0D30074279C2FEED, AF3F40ED994DEE2E
// reference: 9249CF409A19B734, 79C10E219316E144
// shader: 8B30, 688BA5FBB43AE149
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(half_vector)))) * 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);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(half_vector)))) * 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 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp(min((primary_fragment_color.rgb) + (rounded_primary_color.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
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: D6180DADEDF5B3A3, 688BA5FBB43AE149
// program: 79C10E219316E144, 0D30074279C2FEED, 688BA5FBB43AE149
// shader: 8B30, BEB07DD7B7764CA3
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (texcolor0.rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((const_color[1].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
vec3 color_output_2 = byteround(clamp((texcolor2.aaa) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((combiner_buffer.rgb) * (const_color[3].aaa) + (last_tex_env_out.rgb) * (vec3(1.0) - (const_color[3].aaa)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((texcolor1.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((texcolor1.aaa) * (const_color[5].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 310F67106F3F3312, BEB07DD7B7764CA3
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, BEB07DD7B7764CA3
// shader: 8B30, C0BD6DD6F7619C19
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 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 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((const_color[1].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor2.aaa) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: E66EF383356031EB, C0BD6DD6F7619C19
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, C0BD6DD6F7619C19
// shader: 8B30, E076F6E9544247D4
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 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 = (const_color[0].aaa);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((const_color[1].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor2.aaa) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: D6D6ECC896CD4DC2, E076F6E9544247D4
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, E076F6E9544247D4
// shader: 8B30, 915E43A0B4A882DA
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (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;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (texcolor1.aaa) + (last_tex_env_out.rgb) * (vec3(1.0) - (texcolor1.aaa)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_2 = byteround(clamp((texcolor2.aaa) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 9BEB21D6BE4AFF8F, 915E43A0B4A882DA
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 915E43A0B4A882DA
// shader: 8B30, 4AFF3684CE36D8C6
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (texcolor1.aaa) + (last_tex_env_out.rgb) * (vec3(1.0) - (texcolor1.aaa)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor2.aaa) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 9BEB21D6B57D059B, 4AFF3684CE36D8C6
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 4AFF3684CE36D8C6
// shader: 8B30, 028F8B891AE54FEC
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 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 = (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;
vec3 color_output_1 = (const_color[1].rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) - (const_color[1].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
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((texcolor2.aaa) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: EA47BF792089078B, 028F8B891AE54FEC
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 028F8B891AE54FEC
// shader: 8B30, DEA9B90E094421F2
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 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 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (const_color[1].rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) - (const_color[1].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor2.aaa) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: EA47BF792BBEFD9F, DEA9B90E094421F2
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, DEA9B90E094421F2
// shader: 8B30, FDA682560F1A5A42
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (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;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_2 = byteround(clamp((texcolor2.aaa) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 2324A6B49559943B, FDA682560F1A5A42
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, FDA682560F1A5A42
// shader: 8B30, 9C70262C0490F25C
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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;
vec3 color_output_1 = (const_color[1].aaa);
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;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: AB4FC6BDE9180F93, 9C70262C0490F25C
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 9C70262C0490F25C
// shader: 8B30, 5B56EAF87DED3DE0
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: AB4FC6BDE22FF587, 5B56EAF87DED3DE0
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 5B56EAF87DED3DE0
// shader: 8B30, 3583D23F7056F3FB
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 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 = (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;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = (last_tex_env_out.rgb);
float alpha_output_4 = byteround(clamp((last_tex_env_out.a) * (texcolor2.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: D6CB617FCD23366C, 3583D23F7056F3FB
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 3583D23F7056F3FB
// shader: 8B30, 89B5C014950C6182
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: AB4FC6BDEB1C09A7, 89B5C014950C6182
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 89B5C014950C6182
// shader: 8B30, AF362C2043465000
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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;
vec3 color_output_1 = (const_color[1].aaa);
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;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: AB4FC6BDE02BF3B3, AF362C2043465000
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, AF362C2043465000
// shader: 8B30, FEB64C361D27F13B
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(half_vector)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(half_vector)))) * 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 = (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;
vec3 color_output_1 = byteround(clamp(min((primary_fragment_color.rgb) + (rounded_primary_color.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
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: D6180DAD31169BE6, FEB64C361D27F13B
// program: 79C10E219316E144, 0D30074279C2FEED, FEB64C361D27F13B
// shader: 8B30, 133926955CA23868
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(half_vector)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(half_vector)))) * 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 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp(min((primary_fragment_color.rgb) + (rounded_primary_color.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
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: D6180DAD99F34936, 133926955CA23868
// program: 79C10E219316E144, 0D30074279C2FEED, 133926955CA23868
// shader: 8B30, A2BB9418A793FD90
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = 2.0 * (texcolor2).rgb - 1.0;
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
diffuse_sum.rgb += lighting_global_ambient;
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor1.rrr), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor1.r) + (texcolor1.g), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (texcolor1.ggg) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor0.rgb) * (vec3(1.0) - combiner_buffer.aaa) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.b);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp(min((rounded_primary_color.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_3 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.bbb) + (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;
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 1E9789D036BD332E, A2BB9418A793FD90
// program: 79C10E219316E144, 0D30074279C2FEED, A2BB9418A793FD90
// reference: 3967891C7DC78B5B, A2BB9418A793FD90
// shader: 8B30, 4B1E45011F1D276E
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += ((light_src[0].specular_0) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
diffuse_sum.rgb += lighting_global_ambient;
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((const_color[0].a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (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;
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: 426F0F9C94E9C67F, 4B1E45011F1D276E
// program: 79C10E219316E144, 0D30074279C2FEED, 4B1E45011F1D276E
// shader: 8B30, 24AB38CF01566C47
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp(min((primary_fragment_color.rgb) + (rounded_primary_color.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: DAAB76E504A5FC7C, 24AB38CF01566C47
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 24AB38CF01566C47
// shader: 8B30, 8B0A9B99A77DBFDD
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor2.aaa) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 2324A6B49E6E6E2F, 8B0A9B99A77DBFDD
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 8B0A9B99A77DBFDD
// shader: 8B30, 88DBC5ADB9A15436
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 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 = (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;
vec3 color_output_1 = (const_color[1].aaa);
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;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_2 = byteround(clamp((texcolor2.aaa) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 1F2B806A4E3D9119, 88DBC5ADB9A15436
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 88DBC5ADB9A15436
// shader: 8B30, 68CD78EAAF31553F
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 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 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = byteround(clamp((texcolor2.aaa) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 1F2B806A450A6B0D, 68CD78EAAF31553F
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 68CD78EAAF31553F
// shader: 8B30, D2774679C5A31E17
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (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;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = byteround(clamp((texcolor0.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((texcolor0.a) + (texcolor1.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = (last_tex_env_out.rgb);
float alpha_output_4 = byteround(clamp((last_tex_env_out.a) * (texcolor2.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: CAC4F4DDD32EE75B, D2774679C5A31E17
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, D2774679C5A31E17
// shader: 8B30, ECF00A3F1F907002
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.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;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: B595435DC974D16A, ECF00A3F1F907002
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, ECF00A3F1F907002
// shader: 8B30, 0858C1C1EF4FEB7E
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 9740E0633B4FF691, 0858C1C1EF4FEB7E
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 0858C1C1EF4FEB7E
// shader: 8B30, 3D192EF1F0AF38C3
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (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;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = (last_tex_env_out.rgb);
float alpha_output_4 = byteround(clamp((last_tex_env_out.a) * (texcolor2.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: EAC447A11647334E, 3D192EF1F0AF38C3
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 3D192EF1F0AF38C3
// shader: 8B30, BFC8891B33F9314B
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (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;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor0.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((texcolor0.a) + (texcolor1.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = (last_tex_env_out.rgb);
float alpha_output_4 = byteround(clamp((last_tex_env_out.a) * (texcolor2.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: F6CBD203084AE279, BFC8891B33F9314B
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, BFC8891B33F9314B
// shader: 8B30, 6C28C99F3DC7B9A8
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 9740E06330780C85, 6C28C99F3DC7B9A8
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 6C28C99F3DC7B9A8
// shader: 8B30, 197213D4A6BED03D
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: AB4FC6BD10FC781E, 197213D4A6BED03D
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 197213D4A6BED03D
// shader: 8B30, 2705EA2DFCE1EBC4
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 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 = (const_color[0].rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = (last_tex_env_out.rgb);
float alpha_output_4 = byteround(clamp((last_tex_env_out.a) * (texcolor2.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: D6CB617F36C347D5, 2705EA2DFCE1EBC4
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 2705EA2DFCE1EBC4
// shader: 8B30, F82EF3006D7AF302
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (const_color[0].rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = byteround(clamp((texcolor0.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((texcolor0.a) + (texcolor1.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = (last_tex_env_out.rgb);
float alpha_output_4 = byteround(clamp((last_tex_env_out.a) * (texcolor2.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: CAC4F4DD28CE96E2, F82EF3006D7AF302
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, F82EF3006D7AF302
// shader: 8B30, 34F0F4465CF450C2
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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;
vec3 color_output_1 = byteround(clamp(min((primary_fragment_color.rgb) + (rounded_primary_color.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (const_color[4].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 6AFCAFB5DFF104AC, 34F0F4465CF450C2
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 34F0F4465CF450C2
// reference: 501E82795FC4384B, A2BB9418A793FD90
// shader: 8B30, 03704ADFBA5A6D6B
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (const_color[4].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: C74727C7C7D9336B, 03704ADFBA5A6D6B
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 03704ADFBA5A6D6B
// reference: 77EE82B514BE803E, A2BB9418A793FD90
// reference: 0CE60435FD90CD1A, 4B1E45011F1D276E
// shader: 8B30, FE7D3792046CB866
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: EFE2F2ABD149C9F3, FE7D3792046CB866
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, FE7D3792046CB866
// shader: 8B30, 7786B34FBADB7CFD
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (const_color[4].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 83EA13D1D6A97C46, 7786B34FBADB7CFD
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 7786B34FBADB7CFD
// shader: 8B30, 8E4A5D5F1586C6EA
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (const_color[4].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: FB4801191CBD3649, 8E4A5D5F1586C6EA
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 8E4A5D5F1586C6EA
// shader: 8B30, 0B21D610F98F1756
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 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 = (rounded_primary_color.rgb);
float alpha_output_0 = (rounded_primary_color.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = (last_tex_env_out.rgb);
float alpha_output_4 = byteround(clamp((last_tex_env_out.a) * (texcolor2.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 62FC01C5E164A420, 0B21D610F98F1756
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 0B21D610F98F1756
// shader: 8B30, DBB9BFC1A5E369FB
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (rounded_primary_color.rgb);
float alpha_output_0 = (rounded_primary_color.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor0.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((texcolor0.a) + (texcolor1.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = (last_tex_env_out.rgb);
float alpha_output_4 = byteround(clamp((last_tex_env_out.a) * (texcolor2.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 7EF39467FF697517, DBB9BFC1A5E369FB
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, DBB9BFC1A5E369FB
// shader: 8B30, 1FE8CA6E2534DC9B
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (rounded_primary_color.rgb);
float alpha_output_0 = (rounded_primary_color.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (const_color[4].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 7370477DEB9EA127, 1FE8CA6E2534DC9B
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 1FE8CA6E2534DC9B
// shader: 8B30, 5312EAEEBA84D40C
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (rounded_primary_color.rgb);
float alpha_output_0 = (rounded_primary_color.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (const_color[1].aaa);
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;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: AB4FC6BD4893B52A, 5312EAEEBA84D40C
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 5312EAEEBA84D40C
// shader: 8B30, E09F4EA0152CAFA7
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (rounded_primary_color.rgb);
float alpha_output_0 = (rounded_primary_color.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (const_color[4].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: C74727C76F6175F2, E09F4EA0152CAFA7
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, E09F4EA0152CAFA7
// shader: 8B30, 839D67AC2310573C
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((texcolor0.aaa) * (texcolor1.aaa) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((vec3(1.0) - texcolor0.aaa) * (texcolor2.aaa) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_3 = byteround(clamp(min((vec3(1.0) - texcolor1.aaa) + (vec3(1.0) - texcolor2.aaa), vec3(1.0)) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp(min((texcolor1.a) + (1.0 - texcolor2.a), 1.0) * (const_color[3].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp(min((last_tex_env_out.a) + (const_color[4].a), 1.0) * (combiner_buffer.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: FC51146B214D90C8, 839D67AC2310573C
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 839D67AC2310573C
// shader: 8B30, 32807809CBEA650A
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: F2399E4CBD1B87E9, 32807809CBEA650A
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 32807809CBEA650A
// shader: 8B30, E86BE72738DB6158
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (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;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (texcolor1.aaa) + (last_tex_env_out.rgb) * (vec3(1.0) - (texcolor1.aaa)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor2.rgb) * (texcolor2.aaa) + (last_tex_env_out.rgb) * (vec3(1.0) - (texcolor2.aaa)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((texcolor2.a) * (last_tex_env_out.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 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 6E26B0B93A6CE598, E86BE72738DB6158
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, E86BE72738DB6158
// shader: 8B30, 450F9D473A7ED121
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 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 = (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;
vec3 color_output_1 = (const_color[1].rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) - (const_color[1].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
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((texcolor2.rgb) * (texcolor2.aaa) + (last_tex_env_out.rgb) * (vec3(1.0) - (texcolor2.aaa)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((texcolor2.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 1F8A2E16B2C0E9B4, 450F9D473A7ED121
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 450F9D473A7ED121
// shader: 8B30, 1FD61621B9A342F2
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (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;
vec3 color_output_1 = (const_color[1].rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) - (const_color[1].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor2.rgb) * (texcolor2.aaa) + (last_tex_env_out.rgb) * (vec3(1.0) - (texcolor2.aaa)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((texcolor2.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: 7FCE7904FE275066, 1FD61621B9A342F2
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 1FD61621B9A342F2
// shader: 8B30, 4CDA404FDC02BE11
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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;
vec3 color_output_1 = (const_color[1].rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) - (const_color[1].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (const_color[4].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 322B18D4A96DA5F9, 4CDA404FDC02BE11
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 4CDA404FDC02BE11
// shader: 8B30, 6F5FE3721B7C1D99
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 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 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (const_color[1].rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) - (const_color[1].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor2.rgb) * (texcolor2.aaa) + (last_tex_env_out.rgb) * (vec3(1.0) - (texcolor2.aaa)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((texcolor2.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 1F8A2E16B9F713A0, 6F5FE3721B7C1D99
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 6F5FE3721B7C1D99
// shader: 8B30, 350CC86D5423EADE
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: CB0B91AFACCC4A61, 350CC86D5423EADE
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 350CC86D5423EADE
// 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: D4F4BEF9BB7357F3, 30B703594147E54C
// program: 0000000000000000, 0000000000000000, 30B703594147E54C
// shader: 8B30, A4E4B66AE47C8B8C
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
diffuse_sum.rgb += lighting_global_ambient;
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) * (rounded_primary_color.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.r), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
float fog_index = depth * 128.0;
int fog_i = int(fog_index);
float fog_f = fract(fog_index);
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
fog_factor = clamp(fog_factor, 0.0, 1.0);
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 19E25FC85AC3242D, A4E4B66AE47C8B8C
// program: 79C10E219316E144, 0D30074279C2FEED, A4E4B66AE47C8B8C
// shader: 8B30, 9D93975C8724F9A1
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
diffuse_sum.rgb += lighting_global_ambient;
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (texcolor0.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
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: AE3BAC2DDAEC0142, 9D93975C8724F9A1
// program: 79C10E219316E144, 0D30074279C2FEED, 9D93975C8724F9A1
// shader: 8B30, 733659496328438D
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
diffuse_sum.rgb += lighting_global_ambient;
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
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: 7B1C423DA908A731, 733659496328438D
// program: 79C10E219316E144, 0D30074279C2FEED, 733659496328438D
// shader: 8B30, 3EBAFC2C0E899366
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = 2.0 * (texcolor2).rgb - 1.0;
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
diffuse_sum.rgb += lighting_global_ambient;
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
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: F55EF303A908A731, 3EBAFC2C0E899366
// program: 79C10E219316E144, 0D30074279C2FEED, 3EBAFC2C0E899366
// shader: 8B30, 172F464B5135292E
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = 2.0 * (texcolor2).rgb - 1.0;
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
diffuse_sum.rgb += lighting_global_ambient;
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
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: F55EF30345BF4C32, 172F464B5135292E
// program: 79C10E219316E144, 0D30074279C2FEED, 172F464B5135292E
// reference: 7B1C423D87A4D5E3, 733659496328438D
// shader: 8B30, BED11F938F1CFC5E
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (rounded_primary_color.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (rounded_primary_color.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
vec3 color_output_2 = byteround(clamp((texcolor0.rgb) * (const_color[2].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (vec3(1.0) - rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_3 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (const_color[4].aaa) + (combiner_buffer.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 488CA670BBF89D45, BED11F938F1CFC5E
// program: 79C10E219316E144, 0D30074279C2FEED, BED11F938F1CFC5E
// shader: 8B30, 61A5451AB7DBFC64
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((texcolor0.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
float fog_index = depth * 128.0;
int fog_i = int(fog_index);
float fog_f = fract(fog_index);
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
fog_factor = clamp(fog_factor, 0.0, 1.0);
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 6D2AEED51DC57760, 61A5451AB7DBFC64
// program: 79C10E219316E144, 0D30074279C2FEED, 61A5451AB7DBFC64
// reference: BBD7F8AAC071AC54, 3EBAFC2C0E899366
// shader: 8B30, D0A5CEFA3CF821D4
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
diffuse_sum.rgb += lighting_global_ambient;
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (texcolor0.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
float fog_index = depth * 128.0;
int fog_i = int(fog_index);
float fog_f = fract(fog_index);
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
fog_factor = clamp(fog_factor, 0.0, 1.0);
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: AE3BAC2D2A7C7254, D0A5CEFA3CF821D4
// program: 79C10E219316E144, 0D30074279C2FEED, D0A5CEFA3CF821D4
// shader: 8B30, E99E06308724F9A1
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
diffuse_sum.rgb += lighting_global_ambient;
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.r), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (texcolor0.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
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: 23F37DA7C6CB9957, E99E06308724F9A1
// program: 79C10E219316E144, 0D30074279C2FEED, E99E06308724F9A1
// shader: 8B30, 05485A67E73FF0AC
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = 2.0 * (texcolor2).rgb - 1.0;
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
diffuse_sum.rgb += lighting_global_ambient;
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((rounded_primary_color.rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = (rounded_primary_color.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 5C05B705B9CDC56E, 05485A67E73FF0AC
// program: 79C10E219316E144, 0D30074279C2FEED, 05485A67E73FF0AC
// shader: 8B30, 1A1E2FDBEB9C87B2
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
diffuse_sum.rgb += lighting_global_ambient;
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
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: B7B744E5CC0F43BA, 1A1E2FDBEB9C87B2
// program: 79C10E219316E144, 0D30074279C2FEED, 1A1E2FDBEB9C87B2
// shader: 8B30, 9DC1D1676E6E28CC
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += ((light_src[0].specular_0) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
diffuse_sum.rgb += lighting_global_ambient;
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (1.0 - texcolor0.r), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
float fog_index = depth * 128.0;
int fog_i = int(fog_index);
float fog_f = fract(fog_index);
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
fog_factor = clamp(fog_factor, 0.0, 1.0);
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 2A58766E7BCC5736, 9DC1D1676E6E28CC
// program: 79C10E219316E144, 0D30074279C2FEED, 9DC1D1676E6E28CC
// shader: 8B30, FBFAA5D2DAB9BD80
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = byteround(clamp((const_color[0].a) * (1.0 - texcolor0.r), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
float fog_index = depth * 128.0;
int fog_i = int(fog_index);
float fog_f = fract(fog_index);
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
fog_factor = clamp(fog_factor, 0.0, 1.0);
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 882D5929EF73A67E, FBFAA5D2DAB9BD80
// program: 79C10E219316E144, 0D30074279C2FEED, FBFAA5D2DAB9BD80
// shader: 8B30, 6E5CE9938C09D959
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = byteround(clamp((1.0 - rounded_primary_color.r) * (const_color[0].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
float fog_index = depth * 128.0;
int fog_i = int(fog_index);
float fog_f = fract(fog_index);
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
fog_factor = clamp(fog_factor, 0.0, 1.0);
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: F20ED9EEB004DD22, 6E5CE9938C09D959
// program: 79C10E219316E144, 0D30074279C2FEED, 6E5CE9938C09D959
// shader: 8B30, 4B9AB3129A88CA25
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = byteround(clamp((const_color[0].a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
float fog_index = depth * 128.0;
int fog_i = int(fog_index);
float fog_f = fract(fog_index);
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
fog_factor = clamp(fog_factor, 0.0, 1.0);
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 4301E066154432C2, 4B9AB3129A88CA25
// program: 79C10E219316E144, 0D30074279C2FEED, 4B9AB3129A88CA25
// shader: 8B30, F3827F4C4336B384
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
diffuse_sum.rgb += lighting_global_ambient;
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) * (texcolor0.rgb) + (secondary_fragment_color.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), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: F3458471C0E36110, F3827F4C4336B384
// program: 79C10E219316E144, 0D30074279C2FEED, F3827F4C4336B384
// shader: 8B30, EC4CF70E9A88CA25
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = byteround(clamp((const_color[0].a) * (texcolor0.r), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
float fog_index = depth * 128.0;
int fog_i = int(fog_index);
float fog_f = fract(fog_index);
vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, fog_i + fog_lut_offset).rg;
float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;
fog_factor = clamp(fog_factor, 0.0, 1.0);
last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: CEC931ECEF73A67E, EC4CF70E9A88CA25
// program: 79C10E219316E144, 0D30074279C2FEED, EC4CF70E9A88CA25
// shader: 8B30, 95ABD46E8BC66440
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (texcolor0.rgb) + (const_color[1].rgb) * (vec3(1.0) - (texcolor0.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (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 = (last_tex_env_out.rgb);
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 8B7ED3D9A55D9E75, 95ABD46E8BC66440
// program: 79C10E219316E144, 0D30074279C2FEED, 95ABD46E8BC66440
// shader: 8B30, ED31D5EF15B1BE96
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += ((light_src[0].specular_0) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
diffuse_sum.rgb += lighting_global_ambient;
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (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;
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: 0CE6043592EA9311, ED31D5EF15B1BE96
// program: 79C10E219316E144, 0D30074279C2FEED, ED31D5EF15B1BE96
// reference: 7BA56E25E6591FB3, 4B1E45011F1D276E
// reference: 2B1604F9E6591FB3, 4B1E45011F1D276E
// reference: 576B546133BA2F48, A4E4B66AE47C8B8C
// reference: 9C27F8668B0B1421, 3EBAFC2C0E899366
// reference: C742A748087FC144, D0A5CEFA3CF821D4
// shader: 8B30, AE5F71AFBC452063
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(half_vector)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
light_vector = normalize(light_src[1].position);
spot_dir = light_src[1].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(half_vector)))) * 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((texcolor0.rgb) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (const_color[0].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp(min((primary_fragment_color.rgb) + (rounded_primary_color.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
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: CCDD9D3C31169BE6, AE5F71AFBC452063
// program: 79C10E219316E144, 0D30074279C2FEED, AE5F71AFBC452063
// shader: 8B30, 25C84C378F2481B1
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = byteround(clamp(min((primary_fragment_color.rgb) + (rounded_primary_color.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: BAEF21F74375BFBA, 25C84C378F2481B1
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 25C84C378F2481B1
// shader: 8B30, EAC481D493A48E69
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp(min((last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((last_tex_env_out.a) * (last_tex_env_out.a) + (last_tex_env_out.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = (const_color[5].rgb);
float alpha_output_5 = (const_color[5].a);
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 571674FB4A0F1C8D, EAC481D493A48E69
// program: 0000000000000000, 0000000000000000, EAC481D493A48E69
// shader: 8B30, 2BBBCA1742D811FB
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
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: D4F4BEF9AAC99B45, 2BBBCA1742D811FB
// program: 0000000000000000, 0000000000000000, 2BBBCA1742D811FB
// shader: 8B30, E4A051727AE746AB
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((texcolor0.rrr) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp((texcolor0.ggg) * (const_color[1].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor0.bbb) * (const_color[2].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 3A146E84CC8F421A, E4A051727AE746AB
// program: 0000000000000000, 0000000000000000, E4A051727AE746AB
// shader: 8B30, 5103D850AD98D3D0
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
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: D4F4BEF9157BD32F, 5103D850AD98D3D0
// program: 0000000000000000, 0000000000000000, 5103D850AD98D3D0
// shader: 8B30, EA0CF839D1E0413B
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
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: D4F4BEF95129EAFC, EA0CF839D1E0413B
// program: 0000000000000000, 0000000000000000, EA0CF839D1E0413B
// shader: 8B30, 68D8E5E25BA574BA
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
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: D4F4BEF9BD9E01FF, 68D8E5E25BA574BA
// program: 0000000000000000, 0000000000000000, 68D8E5E25BA574BA
// reference: BAEF21F71B38B22A, 25C84C378F2481B1
// shader: 8B30, EC365DBB45325468
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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;
vec3 color_output_1 = (const_color[1].aaa);
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;
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) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 7710FE974FF73C3F, EC365DBB45325468
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, EC365DBB45325468
// shader: 8B30, C19606DD274050B4
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: 1754A985031085ED, C19606DD274050B4
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, C19606DD274050B4
// shader: 8B30, 1807B8A3190DA825
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 7710FE971C8DCBBB, 1807B8A3190DA825
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 1807B8A3190DA825
// reference: 1E9789D05FC4384B, A2BB9418A793FD90
// reference: 9C27F866E2721F44, 3EBAFC2C0E899366
// reference: 501E827936BD332E, A2BB9418A793FD90
// reference: 7BA56E258F2014D6, 4B1E45011F1D276E
// reference: C742A748F8EFB252, 9D93975C8724F9A1
// reference: C742A7489196B937, 9D93975C8724F9A1
// reference: 9C27F86667BCFF22, 172F464B5135292E
// reference: 12654958A5A766F3, 733659496328438D
// reference: 3E125F0411B99C58, A4E4B66AE47C8B8C
// reference: 1754A9855B5D887D, C19606DD274050B4
// reference: E0B2A78443057931, D0A5CEFA3CF821D4
// reference: E0B2A784B3950A27, 9D93975C8724F9A1
// reference: DECE4F80EE0CF0AA, 1A1E2FDBEB9C87B2
// reference: 126549588B0B1421, 733659496328438D
// reference: 4A8A76C2E4C82A47, E99E06308724F9A1
// reference: 35954994C071AC54, 733659496328438D
// reference: D2AEF3CF8B0B1421, 3EBAFC2C0E899366
// reference: 7BA56E25B6EA756F, 4B1E45011F1D276E
// reference: 7710FE9717BA31AF, EC365DBB45325468
// shader: 8B30, EDDF11CC2AFD671C
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: F2399E4C4DB358A9, EDDF11CC2AFD671C
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, EDDF11CC2AFD671C
// shader: 8B30, EF39AAA2234C67D8
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (const_color[4].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 7370477D9670C237, EF39AAA2234C67D8
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, EF39AAA2234C67D8
// shader: 8B30, F401DEA34810C37B
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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;
vec3 color_output_1 = byteround(clamp(min((primary_fragment_color.rgb) + (rounded_primary_color.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor0.rrr) * (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;
vec3 color_output_3 = byteround(clamp((texcolor0.ggg) * (const_color[3].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_3 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
vec3 color_output_4 = byteround(clamp((texcolor0.bbb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 622CCC955B9232A6, F401DEA34810C37B
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, F401DEA34810C37B
// shader: 8B30, DFA9F37AAA8E80C9
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp(min((primary_fragment_color.rgb) + (rounded_primary_color.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor0.rrr) * (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;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: EEFFAE0AF3343E60, DFA9F37AAA8E80C9
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, DFA9F37AAA8E80C9
// shader: 8B30, 0ACD571C8130EE9F
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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;
vec3 color_output_1 = (const_color[1].aaa);
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;
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.rrr) * (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;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 43442678E02BF3B3, 0ACD571C8130EE9F
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 0ACD571C8130EE9F
// shader: 8B30, 6A22DCD1A1E9335E
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = byteround(clamp((texcolor0.rrr) * (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;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: 2300716AACCC4A61, 6A22DCD1A1E9335E
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 6A22DCD1A1E9335E
// reference: 3E125F0478C0973D, A4E4B66AE47C8B8C
// shader: 8B30, DB7735D41F145AB6
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = byteround(clamp(min((primary_fragment_color.rgb) + (rounded_primary_color.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor0.rrr) * (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;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: 8EBBF918B4E47DA6, DB7735D41F145AB6
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, DB7735D41F145AB6
// shader: 8B30, 83B4577B7E7C4252
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (last_tex_env_out.aaa);
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((last_tex_env_out.a) * (last_tex_env_out.a) + (last_tex_env_out.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = (const_color[5].rgb);
float alpha_output_5 = (const_color[5].a);
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 26F2C4A34A0F1C8D, 83B4577B7E7C4252
// program: 0000000000000000, 0000000000000000, 83B4577B7E7C4252
// shader: 8B31, 655FFD4060F406B6
#define mul_s(x, y) (x * y)
#define fma_s(x, y, z) fma(x, y, z)
#define rcp_s(x) (1.0 / x)
#define rsq_s(x) inversesqrt(x)
#define dot_s(x, y) dot(x, y)
#define dot_3(x, y) dot(x, y)
struct pica_uniforms {
bool b[16];
uvec4 i[4];
vec4 f[96];
};
bool exec_shader();
#define uniforms vs_uniforms
layout (std140) uniform vs_config {
pica_uniforms uniforms;
};
layout(location = 0) in vec4 vs_in_reg0;
out vec4 vs_out_attr0;
out vec4 vs_out_attr1;
out vec4 vs_out_attr2;
out vec4 vs_out_attr3;
void main() {
vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr3 = vec4(0.0, 0.0, 0.0, 1.0);
exec_shader();
}
bvec2 conditional_code = bvec2(false);
ivec3 address_registers = ivec3(0);
vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
bool sub_1();
bool sub_16();
bool sub_2();
bool sub_3();
bool sub_6();
bool sub_7();
bool sub_8();
bool sub_9();
bool sub_10();
bool sub_11();
bool sub_12();
bool sub_13();
bool sub_14();
bool sub_15();
bool sub_0();
bool sub_4();
bool sub_5();
bool exec_shader() {
sub_0();
return true;
}
bool sub_1() {
address_registers.x = (ivec2(vs_in_reg0.zz)).x;
reg_tmp10 = uniforms.f[0].xxxz;
reg_tmp10.xy = (vs_in_reg0.xyyy).xy;
reg_tmp11 = uniforms.f[0].xxxx;
reg_tmp12 = uniforms.f[0].xxxx;
reg_tmp13 = uniforms.f[0].zzzz;
reg_tmp4 = uniforms.f[0].xxxx;
reg_tmp5 = uniforms.f[0].xxxx;
return false;
}
bool sub_16() {
vs_out_attr0 = reg_tmp10;
reg_tmp13 = mul_s(uniforms.f[82], reg_tmp13);
vs_out_attr1 = reg_tmp13;
reg_tmp11.y = (uniforms.f[0].zzzz + -reg_tmp11.yyyy).y;
reg_tmp12.y = (uniforms.f[0].zzzz + -reg_tmp12.yyyy).y;
reg_tmp14.y = (uniforms.f[81].wwww).y;
reg_tmp14.x = (mul_s(uniforms.f[0].wwww, reg_tmp14.yyyy)).x;
reg_tmp2.x = rcp_s(reg_tmp14.x);
reg_tmp14.z = (reg_tmp2.xxxx).z;
reg_tmp3.xy = (uniforms.f[81].wwww + reg_tmp11.xyyy).xy;
reg_tmp5.xy = (mul_s(reg_tmp3.xyyy, reg_tmp14.zzzz)).xy;
reg_tmp4.xy = (floor(reg_tmp5.xyyy)).xy;
reg_tmp4.xy = (mul_s(reg_tmp4.xyyy, reg_tmp14.xxxx)).xy;
reg_tmp4.xy = (reg_tmp3.xyyy + -reg_tmp4.xyyy).xy;
reg_tmp11.xy = (-uniforms.f[81].wwww + reg_tmp4.xyyy).xy;
reg_tmp3.xy = (uniforms.f[81].wwww + reg_tmp12.xyyy).xy;
reg_tmp5.xy = (mul_s(reg_tmp3.xyyy, reg_tmp14.zzzz)).xy;
reg_tmp4.xy = (floor(reg_tmp5.xyyy)).xy;
reg_tmp4.xy = (mul_s(reg_tmp4.xyyy, reg_tmp14.xxxx)).xy;
reg_tmp4.xy = (reg_tmp3.xyyy + -reg_tmp4.xyyy).xy;
reg_tmp12.xy = (-uniforms.f[81].wwww + reg_tmp4.xyyy).xy;
vs_out_attr2 = reg_tmp11;
vs_out_attr3 = reg_tmp12;
return false;
}
bool sub_2() {
reg_tmp6.xyz = (-reg_tmp0.xyzz).xyz;
reg_tmp6.w = (uniforms.f[0].xxxx).w;
reg_tmp7.xyz = vec3(rcp_s(uniforms.f[81].y));
reg_tmp8.xyz = (fma_s(reg_tmp6.xyzz, reg_tmp7.xyzz, uniforms.f[0].yyyy)).xyz;
reg_tmp7.xyz = (floor(reg_tmp8.xyzz)).xyz;
reg_tmp6.xyz = (fma_s(reg_tmp7.xyzz, -uniforms.f[81].yyyy, reg_tmp6.xyzz)).xyz;
reg_tmp6 = min(uniforms.f[81].xxxx, reg_tmp6);
reg_tmp6 = max(-uniforms.f[81].xxxx, reg_tmp6);
reg_tmp2 = uniforms.f[95];
reg_tmp3 = uniforms.f[94];
reg_tmp1.z = (mul_s(reg_tmp6.xxxx, reg_tmp6.xxxx)).z;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp2.xyyy, reg_tmp2.zwww)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp3.xyyy)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp3.zwww)).xy;
reg_tmp2 = uniforms.f[93];
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp2.xyyy)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp2.zwww)).xy;
reg_tmp1.y = (mul_s(reg_tmp1.yyyy, reg_tmp6.xxxx)).y;
reg_tmp4.x = (reg_tmp1.xxxx).x;
reg_tmp5.x = (reg_tmp1.yyyy).x;
reg_tmp2 = uniforms.f[95];
reg_tmp3 = uniforms.f[94];
reg_tmp1.z = (mul_s(reg_tmp6.yyyy, reg_tmp6.yyyy)).z;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp2.xyyy, reg_tmp2.zwww)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp3.xyyy)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp3.zwww)).xy;
reg_tmp2 = uniforms.f[93];
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp2.xyyy)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp2.zwww)).xy;
reg_tmp1.y = (mul_s(reg_tmp1.yyyy, reg_tmp6.yyyy)).y;
reg_tmp4.y = (reg_tmp1.xxxx).y;
reg_tmp5.y = (reg_tmp1.yyyy).y;
reg_tmp2 = uniforms.f[95];
reg_tmp3 = uniforms.f[94];
reg_tmp1.z = (mul_s(reg_tmp6.zzzz, reg_tmp6.zzzz)).z;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp2.xyyy, reg_tmp2.zwww)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp3.xyyy)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp3.zwww)).xy;
reg_tmp2 = uniforms.f[93];
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp2.xyyy)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp2.zwww)).xy;
reg_tmp1.y = (mul_s(reg_tmp1.yyyy, reg_tmp6.zzzz)).y;
reg_tmp4.z = (reg_tmp1.xxxx).z;
reg_tmp5.z = (reg_tmp1.yyyy).z;
reg_tmp2.x = (mul_s(reg_tmp4.yyyy, reg_tmp5.zzzz)).x;
reg_tmp2.y = (mul_s(reg_tmp5.yyyy, reg_tmp5.zzzz)).y;
reg_tmp6.x = (mul_s(reg_tmp4.yyyy, reg_tmp4.zzzz)).x;
reg_tmp6.y = (reg_tmp5.zzzz).y;
reg_tmp6.z = (mul_s(-reg_tmp5.yyyy, reg_tmp4.zzzz)).z;
reg_tmp6.w = (uniforms.f[0].xxxx).w;
reg_tmp7.x = (mul_s(-reg_tmp2.xxxx, reg_tmp4.xxxx)).x;
reg_tmp7.x = (fma_s(reg_tmp5.yyyy, reg_tmp5.xxxx, reg_tmp7.xxxx)).x;
reg_tmp7.y = (mul_s(reg_tmp4.zzzz, reg_tmp4.xxxx)).y;
reg_tmp7.z = (mul_s(reg_tmp2.yyyy, reg_tmp4.xxxx)).z;
reg_tmp7.z = (fma_s(reg_tmp4.yyyy, reg_tmp5.xxxx, reg_tmp7.zzzz)).z;
reg_tmp7.w = (uniforms.f[0].xxxx).w;
reg_tmp8.x = (mul_s(reg_tmp2.xxxx, reg_tmp5.xxxx)).x;
reg_tmp8.x = (fma_s(reg_tmp5.yyyy, reg_tmp4.xxxx, reg_tmp8.xxxx)).x;
reg_tmp8.y = (mul_s(-reg_tmp4.zzzz, reg_tmp5.xxxx)).y;
reg_tmp8.z = (mul_s(-reg_tmp2.yyyy, reg_tmp5.xxxx)).z;
reg_tmp8.z = (fma_s(reg_tmp4.yyyy, reg_tmp4.xxxx, reg_tmp8.zzzz)).z;
reg_tmp8.w = (uniforms.f[0].xxxx).w;
reg_tmp9 = uniforms.f[0].xxxz;
return false;
}
bool sub_3() {
reg_tmp6.x = (uniforms.f[90].xxxx).x;
reg_tmp6.y = (uniforms.f[91].xxxx).y;
reg_tmp6.z = (uniforms.f[92].xxxx).z;
reg_tmp6.w = (uniforms.f[0].xxxx).w;
reg_tmp7.x = (uniforms.f[90].yyyy).x;
reg_tmp7.y = (uniforms.f[91].yyyy).y;
reg_tmp7.z = (uniforms.f[92].yyyy).z;
reg_tmp7.w = (uniforms.f[0].xxxx).w;
reg_tmp8.x = (uniforms.f[90].zzzz).x;
reg_tmp8.y = (uniforms.f[91].zzzz).y;
reg_tmp8.z = (uniforms.f[92].zzzz).z;
reg_tmp8.w = (uniforms.f[0].xxxx).w;
reg_tmp9.x = (uniforms.f[90].wwww).x;
reg_tmp9.y = (uniforms.f[91].wwww).y;
reg_tmp9.z = (uniforms.f[92].wwww).z;
reg_tmp9.w = (uniforms.f[0].zzzz).w;
return false;
}
bool sub_6() {
reg_tmp2 = uniforms.f[90];
reg_tmp3 = uniforms.f[91];
reg_tmp4 = uniforms.f[92];
reg_tmp5 = uniforms.f[0].xxxz;
reg_tmp6 = mul_s(uniforms.f[86].xxxx, reg_tmp2);
reg_tmp6 = fma_s(reg_tmp3, uniforms.f[86].yyyy, reg_tmp6);
reg_tmp6 = fma_s(reg_tmp4, uniforms.f[86].zzzz, reg_tmp6);
reg_tmp6 = fma_s(reg_tmp5, uniforms.f[86].wwww, reg_tmp6);
reg_tmp7 = mul_s(uniforms.f[87].xxxx, reg_tmp2);
reg_tmp7 = fma_s(reg_tmp3, uniforms.f[87].yyyy, reg_tmp7);
reg_tmp7 = fma_s(reg_tmp4, uniforms.f[87].zzzz, reg_tmp7);
reg_tmp7 = fma_s(reg_tmp5, uniforms.f[87].wwww, reg_tmp7);
reg_tmp8 = mul_s(uniforms.f[88].xxxx, reg_tmp2);
reg_tmp8 = fma_s(reg_tmp3, uniforms.f[88].yyyy, reg_tmp8);
reg_tmp8 = fma_s(reg_tmp4, uniforms.f[88].zzzz, reg_tmp8);
reg_tmp8 = fma_s(reg_tmp5, uniforms.f[88].wwww, reg_tmp8);
reg_tmp9 = mul_s(uniforms.f[89].xxxx, reg_tmp2);
reg_tmp9 = fma_s(reg_tmp3, uniforms.f[89].yyyy, reg_tmp9);
reg_tmp9 = fma_s(reg_tmp4, uniforms.f[89].zzzz, reg_tmp9);
reg_tmp9 = fma_s(reg_tmp5, uniforms.f[89].wwww, reg_tmp9);
return false;
}
bool sub_7() {
reg_tmp2.x = rcp_s(uniforms.f[81].y);
reg_tmp2.xy = (mul_s(uniforms.f[2 + address_registers.x].zwww, reg_tmp2.xxxx)).xy;
reg_tmp2.xy = (uniforms.f[0].yyyy + reg_tmp2.xyyy).xy;
reg_tmp3.xy = (floor(reg_tmp2.xyyy)).xy;
reg_tmp2.xy = (mul_s(uniforms.f[81].yyyy, reg_tmp3.xyyy)).xy;
reg_tmp2.xy = (uniforms.f[2 + address_registers.x].zwww + -reg_tmp2.xyyy).xy;
reg_tmp0.xy = (min(uniforms.f[81].xxxx, -reg_tmp2.xyyy)).xy;
reg_tmp0.xy = (max(-uniforms.f[81].xxxx, reg_tmp0.xyyy)).xy;
reg_tmp2 = uniforms.f[95];
reg_tmp3 = uniforms.f[94];
reg_tmp1.z = (mul_s(reg_tmp0.xxxx, reg_tmp0.xxxx)).z;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp2.xyyy, reg_tmp2.zwww)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp3.xyyy)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp3.zwww)).xy;
reg_tmp2 = uniforms.f[93];
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp2.xyyy)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp2.zwww)).xy;
reg_tmp1.y = (mul_s(reg_tmp1.yyyy, reg_tmp0.xxxx)).y;
reg_tmp5.x = (uniforms.f[5 + address_registers.x].wwww).x;
reg_tmp14.x = (vs_in_reg0.xxxx).x;
reg_tmp14.y = (vs_in_reg0.yyyy).y;
conditional_code.x = uniforms.f[0].xxxx.x == reg_tmp5.xxxx.x;
conditional_code.y = uniforms.f[0].xxxx.y != reg_tmp5.xxxx.y;
if (conditional_code.x) {
sub_8();
}
conditional_code.x = uniforms.f[0].zzzz.x == reg_tmp5.xxxx.x;
conditional_code.y = uniforms.f[0].zzzz.y != reg_tmp5.xxxx.y;
if (conditional_code.x) {
sub_9();
}
conditional_code.x = uniforms.f[0].wwww.x == reg_tmp5.xxxx.x;
conditional_code.y = uniforms.f[0].wwww.y != reg_tmp5.xxxx.y;
if (conditional_code.x) {
sub_10();
}
conditional_code.x = uniforms.f[0].wwww.x < reg_tmp5.xxxx.x;
conditional_code.y = uniforms.f[0].wwww.y != reg_tmp5.xxxx.y;
if (conditional_code.x) {
sub_11();
}
reg_tmp4.xy = (mul_s(reg_tmp14.xxxx, reg_tmp1.xyyy)).xy;
reg_tmp4.x = (fma_s(-reg_tmp14.yyyy, reg_tmp1.yyyy, reg_tmp4.xxxx)).x;
reg_tmp4.y = (fma_s(reg_tmp14.yyyy, reg_tmp1.xxxx, reg_tmp4.yyyy)).y;
reg_tmp5.x = (uniforms.f[0].yyyy + reg_tmp4.xxxx).x;
reg_tmp5.y = (-uniforms.f[0].yyyy + reg_tmp4.yyyy).y;
reg_tmp4.z = (uniforms.f[83].xxxx).z;
reg_tmp4.w = (-uniforms.f[83].yyyy).w;
reg_tmp5.xy = (fma_s(reg_tmp5.xyyy, reg_tmp4.zwww, uniforms.f[3 + address_registers.x].xyyy)).xy;
reg_tmp4.z = (-uniforms.f[3 + address_registers.x].zzzz).z;
reg_tmp4.w = (-uniforms.f[3 + address_registers.x].wwww).w;
reg_tmp5.z = (uniforms.f[0].zzzz + reg_tmp4.zzzz).z;
reg_tmp5.w = (uniforms.f[0].zzzz + reg_tmp4.wwww).w;
reg_tmp5.x = (fma_s(-reg_tmp5.zzzz, reg_tmp4.xxxx, reg_tmp5.xxxx)).x;
reg_tmp5.y = (fma_s(reg_tmp5.wwww, reg_tmp4.yyyy, reg_tmp5.yyyy)).y;
reg_tmp11.xy = (reg_tmp5.xyyy).xy;
reg_tmp2 = uniforms.f[95];
reg_tmp3 = uniforms.f[94];
reg_tmp1.z = (mul_s(reg_tmp0.yyyy, reg_tmp0.yyyy)).z;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp2.xyyy, reg_tmp2.zwww)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp3.xyyy)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp3.zwww)).xy;
reg_tmp2 = uniforms.f[93];
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp2.xyyy)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp2.zwww)).xy;
reg_tmp1.y = (mul_s(reg_tmp1.yyyy, reg_tmp0.yyyy)).y;
reg_tmp5.x = (uniforms.f[6 + address_registers.x].wwww).x;
reg_tmp14.x = (vs_in_reg0.xxxx).x;
reg_tmp14.y = (vs_in_reg0.yyyy).y;
conditional_code.x = uniforms.f[0].xxxx.x == reg_tmp5.xxxx.x;
conditional_code.y = uniforms.f[0].xxxx.y != reg_tmp5.xxxx.y;
if (conditional_code.x) {
sub_12();
}
conditional_code.x = uniforms.f[0].zzzz.x == reg_tmp5.xxxx.x;
conditional_code.y = uniforms.f[0].zzzz.y != reg_tmp5.xxxx.y;
if (conditional_code.x) {
sub_13();
}
conditional_code.x = uniforms.f[0].wwww.x == reg_tmp5.xxxx.x;
conditional_code.y = uniforms.f[0].wwww.y != reg_tmp5.xxxx.y;
if (conditional_code.x) {
sub_14();
}
conditional_code.x = uniforms.f[0].wwww.x < reg_tmp5.xxxx.x;
conditional_code.y = uniforms.f[0].wwww.y != reg_tmp5.xxxx.y;
if (conditional_code.x) {
sub_15();
}
reg_tmp4.xy = (mul_s(reg_tmp14.xxxx, reg_tmp1.xyyy)).xy;
reg_tmp4.x = (fma_s(-reg_tmp14.yyyy, reg_tmp1.yyyy, reg_tmp4.xxxx)).x;
reg_tmp4.y = (fma_s(reg_tmp14.yyyy, reg_tmp1.xxxx, reg_tmp4.yyyy)).y;
reg_tmp5.x = (uniforms.f[0].yyyy + reg_tmp4.xxxx).x;
reg_tmp5.y = (-uniforms.f[0].yyyy + reg_tmp4.yyyy).y;
reg_tmp4.z = (uniforms.f[83].zzzz).z;
reg_tmp4.w = (-uniforms.f[83].wwww).w;
reg_tmp5.xy = (fma_s(reg_tmp5.xyyy, reg_tmp4.zwww, uniforms.f[4 + address_registers.x].xyyy)).xy;
reg_tmp4.z = (-uniforms.f[4 + address_registers.x].zzzz).z;
reg_tmp4.w = (-uniforms.f[4 + address_registers.x].wwww).w;
reg_tmp5.z = (uniforms.f[0].zzzz + reg_tmp4.zzzz).z;
reg_tmp5.w = (uniforms.f[0].zzzz + reg_tmp4.wwww).w;
reg_tmp5.x = (fma_s(-reg_tmp5.zzzz, reg_tmp4.xxxx, reg_tmp5.xxxx)).x;
reg_tmp5.y = (fma_s(reg_tmp5.wwww, reg_tmp4.yyyy, reg_tmp5.yyyy)).y;
reg_tmp12.xy = (reg_tmp5.xyyy).xy;
return false;
}
bool sub_8() {
reg_tmp14.x = (vs_in_reg0.xxxx).x;
reg_tmp14.y = (vs_in_reg0.yyyy).y;
return false;
}
bool sub_9() {
reg_tmp14.x = (-vs_in_reg0.xxxx).x;
return false;
}
bool sub_10() {
reg_tmp14.y = (-vs_in_reg0.yyyy).y;
return false;
}
bool sub_11() {
reg_tmp14.x = (-vs_in_reg0.xxxx).x;
reg_tmp14.y = (-vs_in_reg0.yyyy).y;
return false;
}
bool sub_12() {
reg_tmp14.x = (vs_in_reg0.xxxx).x;
reg_tmp14.y = (vs_in_reg0.yyyy).y;
return false;
}
bool sub_13() {
reg_tmp14.x = (-vs_in_reg0.xxxx).x;
return false;
}
bool sub_14() {
reg_tmp14.y = (-vs_in_reg0.yyyy).y;
return false;
}
bool sub_15() {
reg_tmp14.x = (-vs_in_reg0.xxxx).x;
reg_tmp14.y = (-vs_in_reg0.yyyy).y;
return false;
}
bool sub_0() {
{
sub_1();
}
reg_tmp10.xy = (uniforms.f[84].xyyy + reg_tmp10.xyyy).xy;
reg_tmp10.xy = (mul_s(uniforms.f[2 + address_registers.x].xyyy, reg_tmp10.xyyy)).xy;
reg_tmp0 = uniforms.f[7 + address_registers.x];
{
sub_2();
}
reg_tmp2.x = dot_s(reg_tmp10, reg_tmp6);
reg_tmp2.y = dot_s(reg_tmp10, reg_tmp7);
reg_tmp2.z = dot_s(reg_tmp10, reg_tmp8);
reg_tmp2.w = dot_s(reg_tmp10, reg_tmp9);
reg_tmp10 = reg_tmp2;
{
sub_3();
}
reg_tmp2.x = dot_s(reg_tmp10, reg_tmp6);
reg_tmp2.y = dot_s(reg_tmp10, reg_tmp7);
reg_tmp2.z = dot_s(reg_tmp10, reg_tmp8);
reg_tmp2.w = dot_s(uniforms.f[0].xxxz, reg_tmp10);
reg_tmp3.xyz = (uniforms.f[5 + address_registers.x].xyzz).xyz;
reg_tmp3.xyz = (uniforms.f[85].xyzz + -reg_tmp3.xyzz).xyz;
reg_tmp4.x = dot_3(reg_tmp3.xyz, reg_tmp3.xyz);
conditional_code.x = uniforms.f[0].xxxx.x >= reg_tmp4.x;
conditional_code.y = uniforms.f[0].xxxx.y == reg_tmp4.y;
if (conditional_code.x) {
sub_4();
} else {
sub_5();
}
reg_tmp3.xyz = (mul_s(reg_tmp3.xyzz, reg_tmp4.xxxx)).xyz;
reg_tmp10.xyz = (uniforms.f[5 + address_registers.x].xyzz + reg_tmp2.xyzz).xyz;
reg_tmp10.xyz = (fma_s(reg_tmp3.xyzz, uniforms.f[84].zzzz, reg_tmp10.xyzz)).xyz;
{
sub_6();
}
reg_tmp2 = reg_tmp10;
reg_tmp10.x = dot_s(reg_tmp2, reg_tmp6);
reg_tmp10.y = dot_s(reg_tmp2, reg_tmp7);
reg_tmp10.z = dot_s(reg_tmp2, reg_tmp8);
reg_tmp10.w = dot_s(reg_tmp2, reg_tmp9);
reg_tmp2 = uniforms.f[1 + address_registers.x];
reg_tmp3 = max(uniforms.f[0].xxxx, reg_tmp2);
reg_tmp2 = min(uniforms.f[0].zzzz, reg_tmp3);
reg_tmp13 = reg_tmp2;
{
sub_7();
}
{
sub_16();
}
return true;
}
bool sub_4() {
reg_tmp4.x = (uniforms.f[0].zzzz).x;
return false;
}
bool sub_5() {
reg_tmp4.x = rsq_s(reg_tmp4.x);
return false;
}
// reference: 5B835BF59B2B2298, 655FFD4060F406B6
// shader: 8DD9, 13A54CCD8AA1DDA2
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[2].x, vtx.attributes[2].y);
texcoord1 = vec2(vtx.attributes[3].x, vtx.attributes[3].y);
texcoord0_w = 0.0;
view = vec3(0.0, 0.0, 0.0);
texcoord2 = vec2(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: A55C6948CCF76B42, 13A54CCD8AA1DDA2
// shader: 8B30, 6761979508970A07
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((last_tex_env_out.a) - (1.0 - rounded_primary_color.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
vec3 color_output_2 = byteround(clamp((vec3(1.0) - combiner_buffer.rgb) * (const_color[2].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((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;
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: 3E4F9FACFEB33630, 6761979508970A07
// program: 655FFD4060F406B6, 13A54CCD8AA1DDA2, 6761979508970A07
// shader: 8B30, A9E72D24B6899D74
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((last_tex_env_out.a) - (1.0 - rounded_primary_color.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((vec3(1.0) - combiner_buffer.rgb) * (const_color[2].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 0847786CAA763AAC, A9E72D24B6899D74
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, A9E72D24B6899D74
// shader: 8B30, F34DFB6A426D2474
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((last_tex_env_out.a) - (1.0 - rounded_primary_color.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor0.rrr) * (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;
vec3 color_output_3 = byteround(clamp((texcolor0.ggg) * (const_color[3].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_3 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
vec3 color_output_4 = byteround(clamp((texcolor0.bbb) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: A4D5B9CA38FA1BDA, F34DFB6A426D2474
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, F34DFB6A426D2474
// shader: 8B30, 28C31724813B2F88
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((last_tex_env_out.a) - (1.0 - rounded_primary_color.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor0.rrr) * (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;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: 48428C47D78C54DA, 28C31724813B2F88
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 28C31724813B2F88
// reference: 9C27F866A908A731, 3EBAFC2C0E899366
// reference: A4D5B9CA60B7164A, F34DFB6A426D2474
// shader: 8B30, 7B9CA84B8AD8D0E2
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((last_tex_env_out.a) - (1.0 - rounded_primary_color.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor0.rrr) * (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;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 2806DB55905C171C, 7B9CA84B8AD8D0E2
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 7B9CA84B8AD8D0E2
// shader: 8B30, EE9980663A1713A0
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((last_tex_env_out.a) - (1.0 - rounded_primary_color.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor0.rrr) * (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;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 2806DB556BBC66A5, EE9980663A1713A0
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, EE9980663A1713A0
// shader: 8B30, AE5FB609C0235F24
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((last_tex_env_out.a) - (1.0 - rounded_primary_color.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor0.rrr) * (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;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: 48428C472C6C2563, AE5FB609C0235F24
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, AE5FB609C0235F24
// shader: 8B30, 8F51D57FD74B2F9D
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: F2399E4CB6532910, 8F51D57FD74B2F9D
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 8F51D57FD74B2F9D
// shader: 8B30, FED2E47200419E57
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (const_color[4].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 7370477D6D90B38E, FED2E47200419E57
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, FED2E47200419E57
// shader: 8B30, 8BCC5128821809D1
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (const_color[1].aaa);
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;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: AB4FC6BD1BCB820A, 8BCC5128821809D1
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 8BCC5128821809D1
// shader: 8B30, C86C090747299DDB
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (texcolor1.aaa) + (last_tex_env_out.rgb) * (vec3(1.0) - (texcolor1.aaa)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) + (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: CB0939C79754B73A, C86C090747299DDB
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, C86C090747299DDB
// shader: 8B30, 3CA31F5B1161E4EB
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (texcolor1.aaa) + (last_tex_env_out.rgb) * (vec3(1.0) - (texcolor1.aaa)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) + (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: CB0939C79C634D2E, 3CA31F5B1161E4EB
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 3CA31F5B1161E4EB
// shader: 8B30, 50AC0A85D05A7D12
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (texcolor1.aaa) + (last_tex_env_out.rgb) * (vec3(1.0) - (texcolor1.aaa)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) + (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (const_color[4].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: CA61B12337AE5DFD, 50AC0A85D05A7D12
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 50AC0A85D05A7D12
// reference: 622CCC9503DF3F36, F401DEA34810C37B
// shader: 8B30, BA473F914183371D
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp(min((primary_fragment_color.rgb) + (rounded_primary_color.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor0.rrr) * (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;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: EEFFAE0A08D44FD9, BA473F914183371D
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, BA473F914183371D
// shader: 8B30, 681A4B6381E4CD59
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp(min((primary_fragment_color.rgb) + (rounded_primary_color.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor0.rrr) * (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;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: 8EBBF9184F040C1F, 681A4B6381E4CD59
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 681A4B6381E4CD59
// reference: F2399E4C15FE5539, EDDF11CC2AFD671C
// shader: 8B30, 58D7A233B0BA2815
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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.aaa) - (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (const_color[0].a) + (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0 * 2.0, alpha_output_0 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: C525A50660C062C6, 58D7A233B0BA2815
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 58D7A233B0BA2815
// shader: 8B30, 04A540E70C5781FC
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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.aaa) - (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (const_color[0].a) + (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0 * 2.0, alpha_output_0 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (const_color[1].rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) - (const_color[1].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
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((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 847EFAAF54EAFF1C, 04A540E70C5781FC
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 04A540E70C5781FC
// shader: 8B30, 90329D78FE8B2C83
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((texcolor0.aaa) - (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (const_color[0].a) + (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0 * 2.0, alpha_output_0 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (const_color[1].rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) - (const_color[1].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: E43AADBD180D46CE, 90329D78FE8B2C83
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 90329D78FE8B2C83
// shader: 8B30, 45A63D6D258B8ABB
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (const_color[1].rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) - (const_color[1].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 3343903002A0B52A, 45A63D6D258B8ABB
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 45A63D6D258B8ABB
// shader: 8B30, A0CA290FE53FF701
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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.aaa) - (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (const_color[0].a) + (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0 * 2.0, alpha_output_0 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (const_color[1].rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) - (const_color[1].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (const_color[4].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 8516724BF41015DB, A0CA290FE53FF701
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, A0CA290FE53FF701
// shader: 8B30, 960602997E7C53A7
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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.aaa) - (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (const_color[0].a) + (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0 * 2.0, alpha_output_0 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (const_color[1].aaa);
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;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 1C72AC22BD564391, 960602997E7C53A7
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 960602997E7C53A7
// shader: 8B30, B1DE6A9827CECA01
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = (const_color[1].rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) - (const_color[1].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: 5307C7224570F6EC, B1DE6A9827CECA01
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, B1DE6A9827CECA01
// shader: 8B30, 9449A49B19166C14
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (last_tex_env_out.rgb);
float alpha_output_1 = byteround(clamp((last_tex_env_out.a) - (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (last_tex_env_out.a) + (last_tex_env_out.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((last_tex_env_out.a) * (last_tex_env_out.a) + (last_tex_env_out.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = (const_color[5].rgb);
float alpha_output_5 = (const_color[5].a);
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: BEFE922E4A0F1C8D, 9449A49B19166C14
// program: 0000000000000000, 0000000000000000, 9449A49B19166C14
// shader: 8B30, AB26AC5D43252744
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (texcolor1.aaa) + (last_tex_env_out.rgb) * (vec3(1.0) - (texcolor1.aaa)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 42EF0E9F6CB4C683, AB26AC5D43252744
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, AB26AC5D43252744
// shader: 8B30, 3CA31F5B20E3FCEA
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (texcolor1.aaa) + (last_tex_env_out.rgb) * (vec3(1.0) - (texcolor1.aaa)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 42EF0E9F9C634D2E, 3CA31F5B20E3FCEA
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 3CA31F5B20E3FCEA
// shader: 8B30, 0D5FDE0F20CCE467
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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;
vec3 color_output_1 = (const_color[1].aaa);
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;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: C62FAF236723D9AC, 0D5FDE0F20CCE467
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 0D5FDE0F20CCE467
// shader: 8B30, A35C375B8A0DC077
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: A66BF8312BC4607E, A35C375B8A0DC077
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, A35C375B8A0DC077
// shader: 8B30, 9DAD41E9B6BF190D
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: C62FAF236C1423B8, 9DAD41E9B6BF190D
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 9DAD41E9B6BF190D
// shader: 8B30, 547C58FB91433BA6
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (last_tex_env_out.aaa);
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) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (last_tex_env_out.a) + (last_tex_env_out.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((last_tex_env_out.a) * (last_tex_env_out.a) + (last_tex_env_out.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = (const_color[5].rgb);
float alpha_output_5 = (const_color[5].a);
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 4B92AD3D4A0F1C8D, 547C58FB91433BA6
// program: 0000000000000000, 0000000000000000, 547C58FB91433BA6
// reference: 5C05B705D0B4CE0B, 05485A67E73FF0AC
// shader: 8B30, B64BAEA945E5B6A8
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: F2399E4CE50B1E30, B64BAEA945E5B6A8
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, B64BAEA945E5B6A8
// reference: 75F2170368776DD8, 7974F3663498993D
// shader: 8B30, 65319367FA0E8407
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = 2.0 * (texcolor2).rgb - 1.0;
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position + view);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
diffuse_sum.rgb += lighting_global_ambient;
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((const_color[0].rgb) * (texcolor1.rrr), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor1.r) + (texcolor1.g), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (texcolor1.ggg) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor0.rgb) * (vec3(1.0) - combiner_buffer.aaa) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.b);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp(min((rounded_primary_color.rgb) + (primary_fragment_color.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_3 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.bbb) + (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;
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 2D687CE336BD332E, 65319367FA0E8407
// program: 79C10E219316E144, 0D30074279C2FEED, 65319367FA0E8407
// shader: 8B30, 2490904FD6D66EDB
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = 2.0 * (texcolor2).rgb - 1.0;
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position + view);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
diffuse_sum.rgb += lighting_global_ambient;
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((rounded_primary_color.rgb) + (primary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = (rounded_primary_color.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((secondary_fragment_color.rgb) * (texcolor1.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 2173499FD0B4CE0B, 2490904FD6D66EDB
// program: 79C10E219316E144, 0D30074279C2FEED, 2490904FD6D66EDB
// shader: 8B30, C19C881F0B8C8B3F
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(half_vector)))) * 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);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[1].diffuse * dot_product) + light_src[1].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTUnsigned(0, max(dot(normal, normalize(half_vector)), 0.0))) * light_src[1].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(half_vector)))) * 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((texcolor0.rgb) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (const_color[0].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp(min((primary_fragment_color.rgb) + (rounded_primary_color.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
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: CCDD9D3C45106173, C19C881F0B8C8B3F
// program: 79C10E219316E144, 0D30074279C2FEED, C19C881F0B8C8B3F
// shader: 8B30, E39DA9A1A54D714E
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (texcolor1.aaa) + (last_tex_env_out.rgb) * (vec3(1.0) - (texcolor1.aaa)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
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) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: F3D05F2B1C2D2E80, E39DA9A1A54D714E
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, E39DA9A1A54D714E
// shader: 8B30, ED82B80B58C0112B
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (texcolor1.aaa) + (last_tex_env_out.rgb) * (vec3(1.0) - (texcolor1.aaa)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: F3D05F2BECFAA52D, ED82B80B58C0112B
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, ED82B80B58C0112B
// shader: 8B30, 805B85DD264080FF
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (last_tex_env_out.aaa);
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) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((last_tex_env_out.a) * (last_tex_env_out.a) + (last_tex_env_out.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = (const_color[5].rgb);
float alpha_output_5 = (const_color[5].a);
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: FAADFC894A0F1C8D, 805B85DD264080FF
// program: 0000000000000000, 0000000000000000, 805B85DD264080FF
// shader: 8B30, 1F39123466F12617
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((texcolor0.rgb) * (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (const_color[0].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp(min((primary_fragment_color.rgb) + (rounded_primary_color.rgb), vec3(1.0)) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) + (secondary_fragment_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (const_color[2].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: A02AB1661B38B22A, 1F39123466F12617
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 1F39123466F12617
// reference: BBD7F8AA2CC64757, 172F464B5135292E
// reference: 75F217031C71974D, 7974F3663498993D
// reference: F2399E4C08A39B7D, 42AAD98EAF11E1A9
// shader: 8B30, FD4D2153F3B24337
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = 2.0 * (texcolor2).rgb - 1.0;
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position + view);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
diffuse_sum.rgb += lighting_global_ambient;
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) + (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor1.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
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: 630B71E8D4FA8531, FD4D2153F3B24337
// program: 79C10E219316E144, 0D30074279C2FEED, FD4D2153F3B24337
// reference: 2D827A41BD838E54, FD4D2153F3B24337
// shader: 8B30, 8D5354ED6A26A287
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = vec3(0.0, 0.0, 1.0);
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position + view);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += ((light_src[0].specular_0) + (light_src[0].specular_1)) * clamp_highlights * 1.0;
diffuse_sum.rgb += lighting_global_ambient;
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((const_color[0].a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (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;
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: 7190FAAF94E9C67F, 8D5354ED6A26A287
// program: 79C10E219316E144, 0D30074279C2FEED, 8D5354ED6A26A287
// shader: 8B30, CDFAC2764F3BEF2A
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((const_color[0].a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (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;
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_3 = (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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: 95633528B8BF9593, CDFAC2764F3BEF2A
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, CDFAC2764F3BEF2A
// shader: 8B30, C95368C596179649
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: F2399E4C914B8011, C95368C596179649
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, C95368C596179649
// shader: 8B30, 93E43ADDE7684012
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: 7F3CF115794D6F04, 93E43ADDE7684012
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 93E43ADDE7684012
// shader: 8B30, 3E2D312D55E5A170
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: F2399E4C61BECB18, 3E2D312D55E5A170
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 3E2D312D55E5A170
// reference: 125C988B22209CB2, BE67AB1CEB3A77FE
// reference: FDF6F4DEF6BE066E, 7974F3663498993D
// shader: 8B30, EF74CB3D1F53F3E0
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((const_color[0].a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: E8FC0EDD6395470F, EF74CB3D1F53F3E0
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, EF74CB3D1F53F3E0
// shader: 8B30, D076D612E0B305C6
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 7218CF99C65DA35D, D076D612E0B305C6
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, D076D612E0B305C6
// shader: 8B30, 7116A7989B7F741A
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: F2399E4CC213B731, 7116A7989B7F741A
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 7116A7989B7F741A
// shader: 8B30, 8BBC664364AA0755
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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 = (texcolor0.rgb);
float alpha_output_4 = byteround(clamp((texcolor0.a) * (texcolor1.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 4A2A391F766A5265, 8BBC664364AA0755
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 8BBC664364AA0755
// shader: 8B30, F310DF41C9B67199
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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;
vec3 color_output_1 = (const_color[1].rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) - (const_color[1].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
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((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 3343903009974F3E, F310DF41C9B67199
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, F310DF41C9B67199
// shader: 8B30, E3980B0131633227
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (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;
vec3 color_output_1 = (texcolor0.rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) * (1.0 - texcolor1.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor2.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((texcolor2.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: E42F1A16CC6F2357, E3980B0131633227
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, E3980B0131633227
// shader: 8B30, 169A5BE0B56A73DA
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((texcolor0.aaa) - (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (const_color[0].a) + (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0 * 2.0, alpha_output_0 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 4504F4D3648E76AA, 169A5BE0B56A73DA
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 169A5BE0B56A73DA
// shader: 8B30, 98570A70E22A07D6
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((texcolor0.aaa) - (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (const_color[0].a) + (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0 * 2.0, alpha_output_0 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: A561F21427102100, 98570A70E22A07D6
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 98570A70E22A07D6
// reference: F2399E4C39F3C688, 3E2D312D55E5A170
// shader: 8B30, FA77B3549DA8F39E
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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 = (texcolor0.rgb);
float alpha_output_4 = byteround(clamp((texcolor0.a) * (texcolor1.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 4A2A391F8D8A23DC, FA77B3549DA8F39E
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, FA77B3549DA8F39E
// shader: 8B30, D7113CBE443DDD3A
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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.aaa) - (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (const_color[0].a) + (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0 * 2.0, alpha_output_0 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (const_color[4].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: C44D2DE2CB0D7215, D7113CBE443DDD3A
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, D7113CBE443DDD3A
// shader: 8B30, F6AA6E64AC8B8970
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (last_tex_env_out.a) + (last_tex_env_out.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((last_tex_env_out.a) * (last_tex_env_out.a) + (last_tex_env_out.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = (const_color[5].rgb);
float alpha_output_5 = (const_color[5].a);
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: FFA5CD874CE24A81, F6AA6E64AC8B8970
// program: 0000000000000000, 0000000000000000, F6AA6E64AC8B8970
// shader: 8B30, FAE1809352D23E4C
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((const_color[0].a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: E8FC0EDD17D5D92E, FAE1809352D23E4C
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, FAE1809352D23E4C
// shader: 8B30, 70F9CF708CA35649
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((const_color[0].a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: 0899081A544B8E84, 70F9CF708CA35649
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 70F9CF708CA35649
// shader: 8B30, B1E44ABF87C8074C
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((const_color[0].a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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 = (texcolor0.rgb);
float alpha_output_4 = byteround(clamp((texcolor0.a) * (texcolor1.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 50EFA98EA3AC3C7A, B1E44ABF87C8074C
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, B1E44ABF87C8074C
// shader: 8B30, D69391AF3AB8C432
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (const_color[2].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: D29EF174ACA3C8C8, D69391AF3AB8C432
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, D69391AF3AB8C432
// shader: 8B30, E6BF030334C58ED6
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((const_color[0].aaa) - (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((const_color[0].a) * (const_color[0].a) + (const_color[0].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (last_tex_env_out.a) + (last_tex_env_out.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((last_tex_env_out.a) * (last_tex_env_out.a) + (last_tex_env_out.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = (const_color[5].rgb);
float alpha_output_5 = (const_color[5].a);
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 4898A7184CE24A81, E6BF030334C58ED6
// program: 0000000000000000, 0000000000000000, E6BF030334C58ED6
// shader: 8B30, 5429AC93BB412EC1
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_3 = (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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: 7F3CF115D1A8BDD4, 5429AC93BB412EC1
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 5429AC93BB412EC1
// shader: 8B30, 61BE996525D88317
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: F2399E4CC95B19C8, 61BE996525D88317
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 61BE996525D88317
// shader: 8B30, 3915CFC17432F91A
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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 = (texcolor0.rgb);
float alpha_output_4 = byteround(clamp((texcolor0.a) * (texcolor1.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 4A2A391F7D22FC9C, 3915CFC17432F91A
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 3915CFC17432F91A
// reference: C74727C79F943EFB, 03704ADFBA5A6D6B
// shader: 8B30, 80FA4DB429C43E22
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 1F78A607BAB5F8FB, 80FA4DB429C43E22
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 80FA4DB429C43E22
// shader: 8B30, 5B1B964CA0FF3874
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((texcolor0.aaa) - (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (const_color[0].a) + (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0 * 2.0, alpha_output_0 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 4504F4D310CEE88B, 5B1B964CA0FF3874
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 5B1B964CA0FF3874
// shader: 8B30, D8D97B181D586FA9
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((texcolor0.aaa) - (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (const_color[0].a) + (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0 * 2.0, alpha_output_0 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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 = (texcolor0.rgb);
float alpha_output_4 = byteround(clamp((texcolor0.a) * (texcolor1.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: FD175380D0F793FE, D8D97B181D586FA9
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, D8D97B181D586FA9
// shader: 8B30, 5223FF9A68B901D4
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (const_color[1].rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) - (const_color[1].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
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((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 33439030F93F907E, 5223FF9A68B901D4
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 5223FF9A68B901D4
// shader: 8B30, BE7ECBBC98FA2499
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) * (1.0 - texcolor1.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor2.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((texcolor2.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: E42F1A163CC7FC17, BE7ECBBC98FA2499
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, BE7ECBBC98FA2499
// shader: 8B30, 1A48563EE40699E2
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
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: F9E22B74A926CF66, 1A48563EE40699E2
// program: 79C10E219316E144, 0D30074279C2FEED, 1A48563EE40699E2
// shader: 8B30, EEB43C653A31AF2D
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: BB483B9B0A45B11F, EEB43C653A31AF2D
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, EEB43C653A31AF2D
// shader: 8B30, 96140027EFE3D9FF
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 364D54C2BD8747C2, 96140027EFE3D9FF
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 96140027EFE3D9FF
// shader: 8B30, E90CC64B3C11F91E
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 364D54C2C9C7D9E3, E90CC64B3C11F91E
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, E90CC64B3C11F91E
// shader: 8B30, 4CF220725E5315D2
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.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 = (texcolor0.rgb);
float alpha_output_4 = byteround(clamp((texcolor0.a) * (texcolor1.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 8E5EF3917DBE3CB7, 4CF220725E5315D2
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 4CF220725E5315D2
// shader: 8B30, 9E6C04259302DD51
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (const_color[1].rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) - (const_color[1].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
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((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: F7375ABEF9A35055, 9E6C04259302DD51
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 9E6C04259302DD51
// shader: 8B30, C5D2053F843F2B23
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (texcolor0.rgb);
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) * (1.0 - texcolor1.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor2.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((texcolor2.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 205BD0983C5B3C3C, C5D2053F843F2B23
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, C5D2053F843F2B23
// shader: 8B30, ABFC2C56514D5E79
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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.aaa) - (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (const_color[0].a) + (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0 * 2.0, alpha_output_0 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
float alpha_output_1 = byteround(clamp((texcolor0.a) * (1.0 - texcolor1.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (texcolor2.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((texcolor2.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 5312708991129375, ABFC2C56514D5E79
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, ABFC2C56514D5E79
// shader: 8B30, FF2497C91FE42C9F
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (texcolor0.aaa), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((texcolor0.a) * (const_color[3].a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (texcolor1.aaa) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((texcolor1.a) + (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 710BA6872C85F858, FF2497C91FE42C9F
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, FF2497C91FE42C9F
// shader: 8B30, ED33306EB4E6913F
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((last_tex_env_out.a) * (last_tex_env_out.a) + (last_tex_env_out.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((last_tex_env_out.a) * (last_tex_env_out.a) + (last_tex_env_out.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = (const_color[5].rgb);
float alpha_output_5 = (const_color[5].a);
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: FFA5CD874A0F1C8D, ED33306EB4E6913F
// program: 0000000000000000, 0000000000000000, ED33306EB4E6913F
// shader: 8B30, 7DACF911E65AB1DA
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = (const_color[5].rgb);
float alpha_output_5 = (const_color[5].a);
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: D4F4BEF94A0F1C8D, 7DACF911E65AB1DA
// program: 0000000000000000, 0000000000000000, 7DACF911E65AB1DA
// shader: 8B30, 0D439319B18D3E8D
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: 125C988B8AC54E62, 0D439319B18D3E8D
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 0D439319B18D3E8D
// reference: 5BAF2BB6798B2BFB, 7974F3663498993D
// shader: 8B30, E67F3F2209DBF04F
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = (texcolor0.rgb);
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;
vec3 color_output_2 = byteround(clamp((const_color[2].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_2 = byteround(clamp((const_color[2].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: D62852058A598E49, E67F3F2209DBF04F
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, E67F3F2209DBF04F
// shader: 8B30, 86B690348C1648AF
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 texcolor2 = textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))));
vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_vector = vec3(0.0);
vec3 refl_value = vec3(0.0);
vec3 spot_dir = vec3(0.0);
vec3 half_vector = vec3(0.0);
float dot_product = 0.0;
float clamp_highlights = 1.0;
float geo_factor = 1.0;
vec3 surface_normal = 2.0 * (texcolor2).rgb - 1.0;
surface_normal.z = sqrt(max((1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y)), 0.0));
vec3 surface_tangent = vec3(1.0, 0.0, 0.0);
vec4 normalized_normquat = normalize(normquat);
vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);
vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);
vec4 shadow = vec4(1.0);
light_vector = normalize(light_src[0].position);
spot_dir = light_src[0].spot_direction;
half_vector = normalize(view) + light_vector;
dot_product = max(dot(light_vector, normal), 0.0);
refl_value.r = 1.0;
refl_value.g = refl_value.r;
refl_value.b = refl_value.r;
diffuse_sum.rgb += ((light_src[0].diffuse * dot_product) + light_src[0].ambient) * 1.0;
specular_sum.rgb += (((lut_scale_d0 * LookupLightingLUTSigned(0, dot(normal, normalize(half_vector)))) * light_src[0].specular_0) + ((lut_scale_d1 * LookupLightingLUTSigned(1, dot(normal, normalize(view)))) * light_src[0].specular_1)) * clamp_highlights * 1.0;
diffuse_sum.rgb += lighting_global_ambient;
primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));
secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((primary_fragment_color.rgb) + (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((texcolor1.rgb) * (secondary_fragment_color.rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
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: 770484179F803D44, 86B690348C1648AF
// program: 79C10E219316E144, 0D30074279C2FEED, 86B690348C1648AF
// shader: 8B30, 4D5CFC1E9D9B8FEC
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: D4F4BEF903C44D7D, 4D5CFC1E9D9B8FEC
// program: 79C10E219316E144, 0D30074279C2FEED, 4D5CFC1E9D9B8FEC
// reference: 398D8FBEF6F93621, 86B690348C1648AF
// reference: F3D7BFFEDB9616AA, 1A48563EE40699E2
// shader: 8B30, EDB119573789A56A
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (const_color[1].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
vec3 color_output_2 = byteround(clamp((vec3(1.0) - combiner_buffer.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) + (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;
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: 4D6AEC6048DDC17C, EDB119573789A56A
// program: 655FFD4060F406B6, 13A54CCD8AA1DDA2, EDB119573789A56A
// reference: 519ABF3C0B3BF237, 7974F3663498993D
// shader: 8B30, 4754FE7B55570346
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
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((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((vec3(1.0) - combiner_buffer.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: 3F4EF48D14CFE6CC, 4754FE7B55570346
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 4754FE7B55570346
// shader: 8B30, F857CCE39F03B03B
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
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((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((vec3(1.0) - combiner_buffer.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 5F0AA39F0B52A89A, F857CCE39F03B03B
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, F857CCE39F03B03B
// reference: 35954994EEDDDE86, 733659496328438D
// shader: 8B30, 7EE3608B2E19A5BD
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
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 = byteround(clamp((last_tex_env_out.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((last_tex_env_out.a) * (last_tex_env_out.a) + (last_tex_env_out.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = (const_color[5].rgb);
float alpha_output_5 = (const_color[5].a);
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: D2B7A1814A0F1C8D, 7EE3608B2E19A5BD
// program: 0000000000000000, 0000000000000000, 7EE3608B2E19A5BD
// shader: 8B30, 0539FD36B3B40CA2
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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 = (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;
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
vec3 color_output_3 = byteround(clamp((texcolor1.aaa) * (const_color[3].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_3 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((texcolor2.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: 182D04DE79168D8B, 0539FD36B3B40CA2
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 0539FD36B3B40CA2
// shader: 8B30, 449B122ED9B92F90
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 726698EE3EE8342B, 449B122ED9B92F90
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 449B122ED9B92F90
// shader: 8B30, 9E988A0B9B8E6BAA
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((texcolor0.aaa) - (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (const_color[0].a) + (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0 * 2.0, alpha_output_0 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: C55BF27163958409, 9E988A0B9B8E6BAA
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 9E988A0B9B8E6BAA
// shader: 8B30, EC990C57951B67C5
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((texcolor0.aaa) - (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (const_color[0].a) + (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0 * 2.0, alpha_output_0 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (texcolor1.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: A51FA5632445C7CF, EC990C57951B67C5
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, EC990C57951B67C5
// shader: 8B30, 56EBE337938CBC9F
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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.aaa) - (const_color[0].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((texcolor0.a) * (const_color[0].a) + (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0 * 2.0, alpha_output_0 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((const_color[1].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = (texcolor0.rgb);
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;
vec3 color_output_3 = byteround(clamp((const_color[3].rgb) * (last_tex_env_out.rgb) + (combiner_buffer.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_3 = byteround(clamp((const_color[3].a) * (last_tex_env_out.a) + (combiner_buffer.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_3, alpha_output_3);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (const_color[4].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((last_tex_env_out.a) * (rounded_primary_color.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: B0C673D017643536, 56EBE337938CBC9F
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 56EBE337938CBC9F
// shader: 8B30, 0FCEC509EFEAE735
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
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) + (last_tex_env_out.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((last_tex_env_out.a) * (last_tex_env_out.a) + (last_tex_env_out.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = (const_color[5].rgb);
float alpha_output_5 = (const_color[5].a);
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: FFDB9AF04A0F1C8D, 0FCEC509EFEAE735
// program: 0000000000000000, 0000000000000000, 0FCEC509EFEAE735
// shader: 8B30, A87A688A70C085C1
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (texcolor1.aaa) + (last_tex_env_out.rgb) * (vec3(1.0) - (texcolor1.aaa)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_2 = byteround(clamp((vec3(1.0) - combiner_buffer.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: E7C524FDACBC3252, A87A688A70C085C1
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, A87A688A70C085C1
// shader: 8B30, 2E221CF68EE98384
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = byteround(clamp((texcolor1.rgb) * (texcolor1.aaa) + (last_tex_env_out.rgb) * (vec3(1.0) - (texcolor1.aaa)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((texcolor1.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((vec3(1.0) - combiner_buffer.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: E7C524FD5C6BB9FF, 2E221CF68EE98384
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, 2E221CF68EE98384
// shader: 8B30, DAAEC1F2A2353753
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(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;
vec3 color_output_1 = (const_color[1].aaa);
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;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_2 = byteround(clamp((vec3(1.0) - combiner_buffer.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 63058541A72B2D7D, DAAEC1F2A2353753
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, DAAEC1F2A2353753
// shader: 8B30, BA2BF82F43C0A3D6
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 texcolor1 = textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (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;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = byteround(clamp((vec3(1.0) - combiner_buffer.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((texcolor0.rgb) * (const_color[3].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;
vec3 color_output_4 = byteround(clamp((texcolor1.aaa) * (const_color[4].rgb) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_4 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, 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: 0341D253EBCC94AF, BA2BF82F43C0A3D6
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, BA2BF82F43C0A3D6
// shader: 8B30, B8379D7C21E1BA61
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (const_color[1].aaa);
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;
vec3 color_output_2 = byteround(clamp((vec3(1.0) - combiner_buffer.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = (const_color[3].rgb);
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;
vec3 color_output_4 = byteround(clamp((const_color[4].rgb) * (combiner_buffer.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (combiner_buffer.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((const_color[4].a) * (combiner_buffer.a) + (last_tex_env_out.a) * (1.0 - (combiner_buffer.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = byteround(clamp((rounded_primary_color.rgb) * (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: 63058541AC1CD769, B8379D7C21E1BA61
// program: 7C96EBECB346C618, 1C4CBC8096EA16CD, B8379D7C21E1BA61
// shader: 8B30, 3491402E02491F62
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (const_color[0].rgb);
float alpha_output_0 = (const_color[0].a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
next_combiner_buffer.a = last_tex_env_out.a;
vec3 color_output_1 = (last_tex_env_out.aaa);
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp((vec3(1.0) - last_tex_env_out.rgb) * (last_tex_env_out.rgb), 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;
vec3 color_output_4 = byteround(clamp((last_tex_env_out.rgb) * (last_tex_env_out.rgb) + (last_tex_env_out.rgb) * (vec3(1.0) - (last_tex_env_out.rgb)), vec3(0.0), vec3(1.0)));
float alpha_output_4 = byteround(clamp((last_tex_env_out.a) * (last_tex_env_out.a) + (last_tex_env_out.a) * (1.0 - (last_tex_env_out.a)), 0.0, 1.0));
last_tex_env_out = vec4(color_output_4, alpha_output_4);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_5 = (const_color[5].rgb);
float alpha_output_5 = (const_color[5].a);
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: EEB8875F4A0F1C8D, 3491402E02491F62
// program: 0000000000000000, 0000000000000000, 3491402E02491F62
// reference: 6902445F5F97A406, EDB119573789A56A
// reference: 3F4EF48D4C82EB5C, 4754FE7B55570346
// reference: 15D7A4B518DE44EA, 655FFD4060F406B6
// reference: AE3D27E908602FB1, EDB119573789A56A
// shader: 8B31, FBDEFFFAE3D442C5
#define mul_s(x, y) (x * y)
#define fma_s(x, y, z) fma(x, y, z)
#define rcp_s(x) (1.0 / x)
#define rsq_s(x) inversesqrt(x)
#define dot_s(x, y) dot(x, y)
#define dot_3(x, y) dot(x, y)
struct pica_uniforms {
bool b[16];
uvec4 i[4];
vec4 f[96];
};
bool exec_shader();
#define uniforms vs_uniforms
layout (std140) uniform vs_config {
pica_uniforms uniforms;
};
layout(location = 0) in vec4 vs_in_reg0;
out vec4 vs_out_attr0;
out vec4 vs_out_attr1;
out vec4 vs_out_attr2;
out vec4 vs_out_attr3;
void main() {
vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr3 = vec4(0.0, 0.0, 0.0, 1.0);
exec_shader();
}
bvec2 conditional_code = bvec2(false);
ivec3 address_registers = ivec3(0);
vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
bool sub_1();
bool sub_15();
bool sub_2();
bool sub_5();
bool sub_6();
bool sub_7();
bool sub_8();
bool sub_9();
bool sub_10();
bool sub_11();
bool sub_12();
bool sub_13();
bool sub_14();
bool sub_0();
bool sub_3();
bool sub_4();
bool exec_shader() {
sub_0();
return true;
}
bool sub_1() {
address_registers.x = (ivec2(vs_in_reg0.zz)).x;
reg_tmp10 = uniforms.f[0].xxxz;
reg_tmp10.xy = (vs_in_reg0.xyyy).xy;
reg_tmp11 = uniforms.f[0].xxxx;
reg_tmp12 = uniforms.f[0].xxxx;
reg_tmp13 = uniforms.f[0].zzzz;
reg_tmp4 = uniforms.f[0].xxxx;
reg_tmp5 = uniforms.f[0].xxxx;
return false;
}
bool sub_15() {
vs_out_attr0 = reg_tmp10;
reg_tmp13 = mul_s(uniforms.f[82], reg_tmp13);
vs_out_attr1 = reg_tmp13;
reg_tmp11.y = (uniforms.f[0].zzzz + -reg_tmp11.yyyy).y;
reg_tmp12.y = (uniforms.f[0].zzzz + -reg_tmp12.yyyy).y;
reg_tmp14.y = (uniforms.f[81].wwww).y;
reg_tmp14.x = (mul_s(uniforms.f[0].wwww, reg_tmp14.yyyy)).x;
reg_tmp2.x = rcp_s(reg_tmp14.x);
reg_tmp14.z = (reg_tmp2.xxxx).z;
reg_tmp3.xy = (uniforms.f[81].wwww + reg_tmp11.xyyy).xy;
reg_tmp5.xy = (mul_s(reg_tmp3.xyyy, reg_tmp14.zzzz)).xy;
reg_tmp4.xy = (floor(reg_tmp5.xyyy)).xy;
reg_tmp4.xy = (mul_s(reg_tmp4.xyyy, reg_tmp14.xxxx)).xy;
reg_tmp4.xy = (reg_tmp3.xyyy + -reg_tmp4.xyyy).xy;
reg_tmp11.xy = (-uniforms.f[81].wwww + reg_tmp4.xyyy).xy;
reg_tmp3.xy = (uniforms.f[81].wwww + reg_tmp12.xyyy).xy;
reg_tmp5.xy = (mul_s(reg_tmp3.xyyy, reg_tmp14.zzzz)).xy;
reg_tmp4.xy = (floor(reg_tmp5.xyyy)).xy;
reg_tmp4.xy = (mul_s(reg_tmp4.xyyy, reg_tmp14.xxxx)).xy;
reg_tmp4.xy = (reg_tmp3.xyyy + -reg_tmp4.xyyy).xy;
reg_tmp12.xy = (-uniforms.f[81].wwww + reg_tmp4.xyyy).xy;
vs_out_attr2 = reg_tmp11;
vs_out_attr3 = reg_tmp12;
return false;
}
bool sub_2() {
reg_tmp6.x = (uniforms.f[90].xxxx).x;
reg_tmp6.y = (uniforms.f[91].xxxx).y;
reg_tmp6.z = (uniforms.f[92].xxxx).z;
reg_tmp6.w = (uniforms.f[0].xxxx).w;
reg_tmp7.x = (uniforms.f[90].yyyy).x;
reg_tmp7.y = (uniforms.f[91].yyyy).y;
reg_tmp7.z = (uniforms.f[92].yyyy).z;
reg_tmp7.w = (uniforms.f[0].xxxx).w;
reg_tmp8.x = (uniforms.f[90].zzzz).x;
reg_tmp8.y = (uniforms.f[91].zzzz).y;
reg_tmp8.z = (uniforms.f[92].zzzz).z;
reg_tmp8.w = (uniforms.f[0].xxxx).w;
reg_tmp9.x = (uniforms.f[90].wwww).x;
reg_tmp9.y = (uniforms.f[91].wwww).y;
reg_tmp9.z = (uniforms.f[92].wwww).z;
reg_tmp9.w = (uniforms.f[0].zzzz).w;
return false;
}
bool sub_5() {
reg_tmp2 = uniforms.f[90];
reg_tmp3 = uniforms.f[91];
reg_tmp4 = uniforms.f[92];
reg_tmp5 = uniforms.f[0].xxxz;
reg_tmp6 = mul_s(uniforms.f[86].xxxx, reg_tmp2);
reg_tmp6 = fma_s(reg_tmp3, uniforms.f[86].yyyy, reg_tmp6);
reg_tmp6 = fma_s(reg_tmp4, uniforms.f[86].zzzz, reg_tmp6);
reg_tmp6 = fma_s(reg_tmp5, uniforms.f[86].wwww, reg_tmp6);
reg_tmp7 = mul_s(uniforms.f[87].xxxx, reg_tmp2);
reg_tmp7 = fma_s(reg_tmp3, uniforms.f[87].yyyy, reg_tmp7);
reg_tmp7 = fma_s(reg_tmp4, uniforms.f[87].zzzz, reg_tmp7);
reg_tmp7 = fma_s(reg_tmp5, uniforms.f[87].wwww, reg_tmp7);
reg_tmp8 = mul_s(uniforms.f[88].xxxx, reg_tmp2);
reg_tmp8 = fma_s(reg_tmp3, uniforms.f[88].yyyy, reg_tmp8);
reg_tmp8 = fma_s(reg_tmp4, uniforms.f[88].zzzz, reg_tmp8);
reg_tmp8 = fma_s(reg_tmp5, uniforms.f[88].wwww, reg_tmp8);
reg_tmp9 = mul_s(uniforms.f[89].xxxx, reg_tmp2);
reg_tmp9 = fma_s(reg_tmp3, uniforms.f[89].yyyy, reg_tmp9);
reg_tmp9 = fma_s(reg_tmp4, uniforms.f[89].zzzz, reg_tmp9);
reg_tmp9 = fma_s(reg_tmp5, uniforms.f[89].wwww, reg_tmp9);
return false;
}
bool sub_6() {
reg_tmp2.x = rcp_s(uniforms.f[81].y);
reg_tmp2.xy = (mul_s(uniforms.f[2 + address_registers.x].zwww, reg_tmp2.xxxx)).xy;
reg_tmp2.xy = (uniforms.f[0].yyyy + reg_tmp2.xyyy).xy;
reg_tmp3.xy = (floor(reg_tmp2.xyyy)).xy;
reg_tmp2.xy = (mul_s(uniforms.f[81].yyyy, reg_tmp3.xyyy)).xy;
reg_tmp2.xy = (uniforms.f[2 + address_registers.x].zwww + -reg_tmp2.xyyy).xy;
reg_tmp0.xy = (min(uniforms.f[81].xxxx, -reg_tmp2.xyyy)).xy;
reg_tmp0.xy = (max(-uniforms.f[81].xxxx, reg_tmp0.xyyy)).xy;
reg_tmp2 = uniforms.f[95];
reg_tmp3 = uniforms.f[94];
reg_tmp1.z = (mul_s(reg_tmp0.xxxx, reg_tmp0.xxxx)).z;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp2.xyyy, reg_tmp2.zwww)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp3.xyyy)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp3.zwww)).xy;
reg_tmp2 = uniforms.f[93];
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp2.xyyy)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp2.zwww)).xy;
reg_tmp1.y = (mul_s(reg_tmp1.yyyy, reg_tmp0.xxxx)).y;
reg_tmp5.x = (uniforms.f[5 + address_registers.x].wwww).x;
reg_tmp14.x = (vs_in_reg0.xxxx).x;
reg_tmp14.y = (vs_in_reg0.yyyy).y;
conditional_code.x = uniforms.f[0].xxxx.x == reg_tmp5.xxxx.x;
conditional_code.y = uniforms.f[0].xxxx.y != reg_tmp5.xxxx.y;
if (conditional_code.x) {
sub_7();
}
conditional_code.x = uniforms.f[0].zzzz.x == reg_tmp5.xxxx.x;
conditional_code.y = uniforms.f[0].zzzz.y != reg_tmp5.xxxx.y;
if (conditional_code.x) {
sub_8();
}
conditional_code.x = uniforms.f[0].wwww.x == reg_tmp5.xxxx.x;
conditional_code.y = uniforms.f[0].wwww.y != reg_tmp5.xxxx.y;
if (conditional_code.x) {
sub_9();
}
conditional_code.x = uniforms.f[0].wwww.x < reg_tmp5.xxxx.x;
conditional_code.y = uniforms.f[0].wwww.y != reg_tmp5.xxxx.y;
if (conditional_code.x) {
sub_10();
}
reg_tmp4.xy = (mul_s(reg_tmp14.xxxx, reg_tmp1.xyyy)).xy;
reg_tmp4.x = (fma_s(-reg_tmp14.yyyy, reg_tmp1.yyyy, reg_tmp4.xxxx)).x;
reg_tmp4.y = (fma_s(reg_tmp14.yyyy, reg_tmp1.xxxx, reg_tmp4.yyyy)).y;
reg_tmp5.x = (uniforms.f[0].yyyy + reg_tmp4.xxxx).x;
reg_tmp5.y = (-uniforms.f[0].yyyy + reg_tmp4.yyyy).y;
reg_tmp4.z = (uniforms.f[83].xxxx).z;
reg_tmp4.w = (-uniforms.f[83].yyyy).w;
reg_tmp5.xy = (fma_s(reg_tmp5.xyyy, reg_tmp4.zwww, uniforms.f[3 + address_registers.x].xyyy)).xy;
reg_tmp4.z = (-uniforms.f[3 + address_registers.x].zzzz).z;
reg_tmp4.w = (-uniforms.f[3 + address_registers.x].wwww).w;
reg_tmp5.z = (uniforms.f[0].zzzz + reg_tmp4.zzzz).z;
reg_tmp5.w = (uniforms.f[0].zzzz + reg_tmp4.wwww).w;
reg_tmp5.x = (fma_s(-reg_tmp5.zzzz, reg_tmp4.xxxx, reg_tmp5.xxxx)).x;
reg_tmp5.y = (fma_s(reg_tmp5.wwww, reg_tmp4.yyyy, reg_tmp5.yyyy)).y;
reg_tmp11.xy = (reg_tmp5.xyyy).xy;
reg_tmp2 = uniforms.f[95];
reg_tmp3 = uniforms.f[94];
reg_tmp1.z = (mul_s(reg_tmp0.yyyy, reg_tmp0.yyyy)).z;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp2.xyyy, reg_tmp2.zwww)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp3.xyyy)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp3.zwww)).xy;
reg_tmp2 = uniforms.f[93];
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp2.xyyy)).xy;
reg_tmp1.xy = (fma_s(reg_tmp1.zzzz, reg_tmp1.xyyy, reg_tmp2.zwww)).xy;
reg_tmp1.y = (mul_s(reg_tmp1.yyyy, reg_tmp0.yyyy)).y;
reg_tmp5.x = (uniforms.f[6 + address_registers.x].wwww).x;
reg_tmp14.x = (vs_in_reg0.xxxx).x;
reg_tmp14.y = (vs_in_reg0.yyyy).y;
conditional_code.x = uniforms.f[0].xxxx.x == reg_tmp5.xxxx.x;
conditional_code.y = uniforms.f[0].xxxx.y != reg_tmp5.xxxx.y;
if (conditional_code.x) {
sub_11();
}
conditional_code.x = uniforms.f[0].zzzz.x == reg_tmp5.xxxx.x;
conditional_code.y = uniforms.f[0].zzzz.y != reg_tmp5.xxxx.y;
if (conditional_code.x) {
sub_12();
}
conditional_code.x = uniforms.f[0].wwww.x == reg_tmp5.xxxx.x;
conditional_code.y = uniforms.f[0].wwww.y != reg_tmp5.xxxx.y;
if (conditional_code.x) {
sub_13();
}
conditional_code.x = uniforms.f[0].wwww.x < reg_tmp5.xxxx.x;
conditional_code.y = uniforms.f[0].wwww.y != reg_tmp5.xxxx.y;
if (conditional_code.x) {
sub_14();
}
reg_tmp4.xy = (mul_s(reg_tmp14.xxxx, reg_tmp1.xyyy)).xy;
reg_tmp4.x = (fma_s(-reg_tmp14.yyyy, reg_tmp1.yyyy, reg_tmp4.xxxx)).x;
reg_tmp4.y = (fma_s(reg_tmp14.yyyy, reg_tmp1.xxxx, reg_tmp4.yyyy)).y;
reg_tmp5.x = (uniforms.f[0].yyyy + reg_tmp4.xxxx).x;
reg_tmp5.y = (-uniforms.f[0].yyyy + reg_tmp4.yyyy).y;
reg_tmp4.z = (uniforms.f[83].zzzz).z;
reg_tmp4.w = (-uniforms.f[83].wwww).w;
reg_tmp5.xy = (fma_s(reg_tmp5.xyyy, reg_tmp4.zwww, uniforms.f[4 + address_registers.x].xyyy)).xy;
reg_tmp4.z = (-uniforms.f[4 + address_registers.x].zzzz).z;
reg_tmp4.w = (-uniforms.f[4 + address_registers.x].wwww).w;
reg_tmp5.z = (uniforms.f[0].zzzz + reg_tmp4.zzzz).z;
reg_tmp5.w = (uniforms.f[0].zzzz + reg_tmp4.wwww).w;
reg_tmp5.x = (fma_s(-reg_tmp5.zzzz, reg_tmp4.xxxx, reg_tmp5.xxxx)).x;
reg_tmp5.y = (fma_s(reg_tmp5.wwww, reg_tmp4.yyyy, reg_tmp5.yyyy)).y;
reg_tmp12.xy = (reg_tmp5.xyyy).xy;
return false;
}
bool sub_7() {
reg_tmp14.x = (vs_in_reg0.xxxx).x;
reg_tmp14.y = (vs_in_reg0.yyyy).y;
return false;
}
bool sub_8() {
reg_tmp14.x = (-vs_in_reg0.xxxx).x;
return false;
}
bool sub_9() {
reg_tmp14.y = (-vs_in_reg0.yyyy).y;
return false;
}
bool sub_10() {
reg_tmp14.x = (-vs_in_reg0.xxxx).x;
reg_tmp14.y = (-vs_in_reg0.yyyy).y;
return false;
}
bool sub_11() {
reg_tmp14.x = (vs_in_reg0.xxxx).x;
reg_tmp14.y = (vs_in_reg0.yyyy).y;
return false;
}
bool sub_12() {
reg_tmp14.x = (-vs_in_reg0.xxxx).x;
return false;
}
bool sub_13() {
reg_tmp14.y = (-vs_in_reg0.yyyy).y;
return false;
}
bool sub_14() {
reg_tmp14.x = (-vs_in_reg0.xxxx).x;
reg_tmp14.y = (-vs_in_reg0.yyyy).y;
return false;
}
bool sub_0() {
{
sub_1();
}
reg_tmp10.xy = (uniforms.f[84].xyyy + reg_tmp10.xyyy).xy;
reg_tmp10.xy = (mul_s(uniforms.f[2 + address_registers.x].xyyy, reg_tmp10.xyyy)).xy;
{
sub_2();
}
reg_tmp2.x = dot_s(reg_tmp10, reg_tmp6);
reg_tmp2.y = dot_s(reg_tmp10, reg_tmp7);
reg_tmp2.z = dot_s(reg_tmp10, reg_tmp8);
reg_tmp2.w = dot_s(uniforms.f[0].xxxz, reg_tmp10);
reg_tmp3.xyz = (uniforms.f[5 + address_registers.x].xyzz).xyz;
reg_tmp3.xyz = (uniforms.f[85].xyzz + -reg_tmp3.xyzz).xyz;
reg_tmp4.x = dot_3(reg_tmp3.xyz, reg_tmp3.xyz);
conditional_code.x = uniforms.f[0].xxxx.x >= reg_tmp4.x;
conditional_code.y = uniforms.f[0].xxxx.y == reg_tmp4.y;
if (conditional_code.x) {
sub_3();
} else {
sub_4();
}
reg_tmp3.xyz = (mul_s(reg_tmp3.xyzz, reg_tmp4.xxxx)).xyz;
reg_tmp10.xyz = (uniforms.f[5 + address_registers.x].xyzz + reg_tmp2.xyzz).xyz;
reg_tmp10.xyz = (fma_s(reg_tmp3.xyzz, uniforms.f[84].zzzz, reg_tmp10.xyzz)).xyz;
{
sub_5();
}
reg_tmp2 = reg_tmp10;
reg_tmp10.x = dot_s(reg_tmp2, reg_tmp6);
reg_tmp10.y = dot_s(reg_tmp2, reg_tmp7);
reg_tmp10.z = dot_s(reg_tmp2, reg_tmp8);
reg_tmp10.w = dot_s(reg_tmp2, reg_tmp9);
reg_tmp2 = uniforms.f[1 + address_registers.x];
reg_tmp3 = max(uniforms.f[0].xxxx, reg_tmp2);
reg_tmp2 = min(uniforms.f[0].zzzz, reg_tmp3);
reg_tmp13 = reg_tmp2;
{
sub_6();
}
{
sub_15();
}
return true;
}
bool sub_3() {
reg_tmp4.x = (uniforms.f[0].zzzz).x;
return false;
}
bool sub_4() {
reg_tmp4.x = rsq_s(reg_tmp4.x);
return false;
}
// reference: 6590628EAA0789EF, FBDEFFFAE3D442C5
// shader: 8B30, 67619795CF293FFC
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.r);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((last_tex_env_out.a) - (1.0 - rounded_primary_color.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1 * 1.0, alpha_output_1 * 2.0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
vec3 color_output_2 = byteround(clamp((vec3(1.0) - combiner_buffer.rgb) * (const_color[2].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((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;
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: E045B15CFEB33630, 67619795CF293FFC
// program: FBDEFFFAE3D442C5, 13A54CCD8AA1DDA2, 67619795CF293FFC
// shader: 8B30, B6B08DE01E86DE2D
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (texcolor0.rgb);
float alpha_output_0 = (texcolor0.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
vec3 color_output_1 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_1 = byteround(clamp((rounded_primary_color.a) * (last_tex_env_out.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
vec3 color_output_2 = byteround(clamp((vec3(1.0) - combiner_buffer.rgb) * (const_color[2].rgb), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((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;
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: 6902445F6984F6B0, B6B08DE01E86DE2D
// program: 655FFD4060F406B6, 13A54CCD8AA1DDA2, B6B08DE01E86DE2D
// reference: 6274C60B66CC7EDF, 67619795CF293FFC
// reference: EB333308F1FBBE5F, B6B08DE01E86DE2D
// reference: EB333308C7E8ECE9, EDB119573789A56A
// reference: 2BC49DCE29F2EF9D, FBDEFFFAE3D442C5
// reference: 277AD2EAA944BD87, 67619795CF293FFC
// reference: AE3D27E93E737D07, B6B08DE01E86DE2D
// reference: C42D1963E9F9534A, 67619795CF293FFC
// reference: 4D6AEC607ECE93CA, B6B08DE01E86DE2D