Files
citra/cache/000400000F701700.shader
2022-08-11 14:12:01 +08:00

1137 lines
34 KiB
GLSL

// shader: 8B31, F9543D43C2B3E096
#define mul_s(x, y) (x * y)
#define fma_s(x, y, z) fma(x, y, z)
#define rcp_s(x) (1.0 / x)
#define rsq_s(x) inversesqrt(x)
#define dot_s(x, y) dot(x, y)
#define dot_3(x, y) dot(x, y)
struct pica_uniforms {
bool b[16];
uvec4 i[4];
vec4 f[96];
};
bool exec_shader();
#define uniforms vs_uniforms
layout (std140) uniform vs_config {
pica_uniforms uniforms;
};
layout(location = 0) in vec4 vs_in_reg0;
layout(location = 2) in vec4 vs_in_reg2;
layout(location = 4) in vec4 vs_in_reg4;
out vec4 vs_out_attr0;
out vec4 vs_out_attr1;
out vec4 vs_out_attr2;
out vec4 vs_out_attr3;
void main() {
vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr3 = vec4(0.0, 0.0, 0.0, 1.0);
exec_shader();
}
bvec2 conditional_code = bvec2(false);
ivec3 address_registers = ivec3(0);
vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
bool sub_0();
bool sub_1();
bool sub_2();
bool exec_shader() {
sub_0();
return true;
}
bool sub_0() {
reg_tmp10.xyz = (vs_in_reg0.xyzz).xyz;
reg_tmp10.w = (uniforms.f[92].yyyy).w;
conditional_code = equal(uniforms.f[4].xx, reg_tmp10.ww);
if (!conditional_code.x) {
sub_1();
} else {
sub_2();
}
vs_out_attr0.x = dot_s(uniforms.f[0], reg_tmp10);
vs_out_attr0.y = dot_s(uniforms.f[1], reg_tmp10);
vs_out_attr0.z = dot_s(uniforms.f[2], reg_tmp10);
vs_out_attr0.w = dot_s(uniforms.f[3], reg_tmp10);
vs_out_attr1 = vs_in_reg2;
vs_out_attr3 = -reg_tmp10;
vs_out_attr2 = uniforms.f[92].xxxx;
return true;
}
bool sub_1() {
reg_tmp10.x = (reg_tmp10.xxxx + vs_in_reg4.xxxx).x;
return false;
}
bool sub_2() {
reg_tmp10.x = (reg_tmp10.xxxx + -vs_in_reg4.xxxx).x;
return false;
}
// reference: 15A698DFB8B29424, F9543D43C2B3E096
// shader: 8DD9, 6ABDA25F3FF910CD
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
out vec4 primary_color;
out vec2 texcoord0;
out vec2 texcoord1;
out vec2 texcoord2;
out float texcoord0_w;
out vec4 normquat;
out vec3 view;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
in vec4 vs_out_attr0[];
in vec4 vs_out_attr1[];
in vec4 vs_out_attr2[];
in vec4 vs_out_attr3[];
struct Vertex {
vec4 attributes[4];
};
vec4 GetVertexQuaternion(Vertex vtx) {
return vec4(vtx.attributes[2].x, vtx.attributes[2].y, vtx.attributes[2].z, vtx.attributes[2].w);
}
void EmitVtx(Vertex vtx, bool quats_opposite) {
vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
gl_Position = vtx_pos;
#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
gl_ClipDistance[0] = -vtx_pos.z;
gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
vec4 vtx_quat = GetVertexQuaternion(vtx);
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
vec4 vtx_color = vec4(vtx.attributes[1].x, vtx.attributes[1].y, vtx.attributes[1].z, vtx.attributes[1].w);
primary_color = min(abs(vtx_color), vec4(1.0));
texcoord0 = vec2(0.0, 0.0);
texcoord1 = vec2(0.0, 0.0);
texcoord0_w = 0.0;
view = vec3(vtx.attributes[3].x, vtx.attributes[3].y, vtx.attributes[3].z);
texcoord2 = vec2(0.0, 0.0);
EmitVertex();
}
bool AreQuaternionsOpposite(vec4 qa, vec4 qb) {
return (dot(qa, qb) < 0.0);
}
void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) {
EmitVtx(vtx0, false);
EmitVtx(vtx1, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx1)));
EmitVtx(vtx2, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx2)));
EndPrimitive();
}
void main() {
Vertex prim_buffer[3];
prim_buffer[0].attributes = vec4[4](vs_out_attr0[0], vs_out_attr1[0], vs_out_attr2[0], vs_out_attr3[0]);
prim_buffer[1].attributes = vec4[4](vs_out_attr0[1], vs_out_attr1[1], vs_out_attr2[1], vs_out_attr3[1]);
prim_buffer[2].attributes = vec4[4](vs_out_attr0[2], vs_out_attr1[2], vs_out_attr2[2], vs_out_attr3[2]);
EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);
}
// reference: E57938FA9E46D0AE, 6ABDA25F3FF910CD
// shader: 8B30, 55DC97714BEADD97
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = (rounded_primary_color.rgb);
float alpha_output_0 = (rounded_primary_color.a);
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: D4F4BEF9A6F39DCE, 55DC97714BEADD97
// program: F9543D43C2B3E096, 6ABDA25F3FF910CD, 55DC97714BEADD97
// shader: 8B31, 116BD640B975736D
#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;
out vec4 vs_out_attr0;
out vec4 vs_out_attr1;
out vec4 vs_out_attr2;
out vec4 vs_out_attr3;
out vec4 vs_out_attr4;
out vec4 vs_out_attr5;
void main() {
vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr3 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr4 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr5 = vec4(0.0, 0.0, 0.0, 1.0);
exec_shader();
}
bvec2 conditional_code = bvec2(false);
ivec3 address_registers = ivec3(0);
vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
bool sub_0();
bool sub_1();
bool sub_2();
bool exec_shader() {
sub_0();
return true;
}
bool sub_0() {
reg_tmp10.xyz = (vs_in_reg0.xyzz).xyz;
reg_tmp10.w = (uniforms.f[92].yyyy).w;
conditional_code = equal(uniforms.f[4].xx, reg_tmp10.ww);
if (!conditional_code.x) {
sub_1();
} else {
sub_2();
}
vs_out_attr0.x = dot_s(uniforms.f[0], reg_tmp10);
vs_out_attr0.y = dot_s(uniforms.f[1], reg_tmp10);
vs_out_attr0.z = dot_s(uniforms.f[2], reg_tmp10);
vs_out_attr0.w = dot_s(uniforms.f[3], reg_tmp10);
vs_out_attr1 = vs_in_reg3;
vs_out_attr2 = vs_in_reg1.xyyy;
vs_out_attr5 = vs_in_reg2.xyyy;
vs_out_attr4 = -reg_tmp10;
vs_out_attr3 = uniforms.f[92].xxxx;
return true;
}
bool sub_1() {
reg_tmp10.x = (reg_tmp10.xxxx + vs_in_reg4.xxxx).x;
return false;
}
bool sub_2() {
reg_tmp10.x = (reg_tmp10.xxxx + -vs_in_reg4.xxxx).x;
return false;
}
// reference: ADCE1E117BAA925B, 116BD640B975736D
// shader: 8DD9, 4A747B492333D0CE
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
out vec4 primary_color;
out vec2 texcoord0;
out vec2 texcoord1;
out vec2 texcoord2;
out float texcoord0_w;
out vec4 normquat;
out vec3 view;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
in vec4 vs_out_attr0[];
in vec4 vs_out_attr1[];
in vec4 vs_out_attr2[];
in vec4 vs_out_attr3[];
in vec4 vs_out_attr4[];
in vec4 vs_out_attr5[];
struct Vertex {
vec4 attributes[6];
};
vec4 GetVertexQuaternion(Vertex vtx) {
return vec4(vtx.attributes[3].x, vtx.attributes[3].y, vtx.attributes[3].z, vtx.attributes[3].w);
}
void EmitVtx(Vertex vtx, bool quats_opposite) {
vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
gl_Position = vtx_pos;
#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
gl_ClipDistance[0] = -vtx_pos.z;
gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
vec4 vtx_quat = GetVertexQuaternion(vtx);
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
vec4 vtx_color = vec4(vtx.attributes[1].x, vtx.attributes[1].y, vtx.attributes[1].z, vtx.attributes[1].w);
primary_color = min(abs(vtx_color), vec4(1.0));
texcoord0 = vec2(vtx.attributes[2].x, vtx.attributes[2].y);
texcoord1 = vec2(vtx.attributes[5].x, vtx.attributes[5].y);
texcoord0_w = 0.0;
view = vec3(vtx.attributes[4].x, vtx.attributes[4].y, vtx.attributes[4].z);
texcoord2 = vec2(0.0, 0.0);
EmitVertex();
}
bool AreQuaternionsOpposite(vec4 qa, vec4 qb) {
return (dot(qa, qb) < 0.0);
}
void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) {
EmitVtx(vtx0, false);
EmitVtx(vtx1, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx1)));
EmitVtx(vtx2, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx2)));
EndPrimitive();
}
void main() {
Vertex prim_buffer[3];
prim_buffer[0].attributes = vec4[6](vs_out_attr0[0], vs_out_attr1[0], vs_out_attr2[0], vs_out_attr3[0], vs_out_attr4[0], vs_out_attr5[0]);
prim_buffer[1].attributes = vec4[6](vs_out_attr0[1], vs_out_attr1[1], vs_out_attr2[1], vs_out_attr3[1], vs_out_attr4[1], vs_out_attr5[1]);
prim_buffer[2].attributes = vec4[6](vs_out_attr0[2], vs_out_attr1[2], vs_out_attr2[2], vs_out_attr3[2], vs_out_attr4[2], vs_out_attr5[2]);
EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);
}
// reference: 0609F6E5CDD506D3, 4A747B492333D0CE
// shader: 8B30, 8345E6DD67E9F995
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
float ProcTexLookupLUT(int offset, float coord) {
coord *= 128.0;
float index_i = clamp(floor(coord), 0.0, 127.0);
float index_f = coord - index_i; // fract() cannot be used here because 128.0 needs to be
// extracted as index_i = 127.0 and index_f = 1.0
vec2 entry = texelFetch(texture_buffer_lut_rg, int(index_i) + offset).rg;
return clamp(entry.r + entry.g * index_f, 0.0, 1.0);
}
vec4 SampleProcTexColor(float lut_coord, int level) {
int lut_width = 128 >> level;
int lut_offsets[8] = int[](0, 128, 192, 224, 0xF0, 0xF8, 0xFC, 0xFE);
int lut_offset = lut_offsets[level];
lut_coord *= float(lut_width - 1);
lut_coord += float(lut_offset);
return texelFetch(texture_buffer_lut_rgba, int(round(lut_coord)) + proctex_lut_offset);
}
vec4 ProcTex() {
vec2 uv = abs(texcoord1);
float u_shift = 0.0;
float v_shift = 0.0;
float u = uv.x + u_shift;
float v = uv.y + v_shift;
u = min(u, 1.0);
v = min(v, 1.0);
float lut_coord = ProcTexLookupLUT(proctex_color_map_offset, u);
vec4 final_color = SampleProcTexColor(lut_coord, 0);
float final_alpha = ProcTexLookupLUT(proctex_alpha_map_offset, v);
return vec4(final_color.xyz, final_alpha);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((rounded_primary_color.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
next_combiner_buffer.rgb = last_tex_env_out.rgb;
vec3 color_output_1 = byteround(clamp((texcolor0.rgb) * (const_color[1].aaa) + (const_color[1].rgb) * (vec3(1.0) - (const_color[1].aaa)), vec3(0.0), vec3(1.0)));
float alpha_output_1 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_1, alpha_output_1);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_2 = byteround(clamp(vec3(dot((texcolor0.rgb) - vec3(0.5), (const_color[2].rgb) - vec3(0.5)) * 4.0), vec3(0.0), vec3(1.0)));
float alpha_output_2 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_2, alpha_output_2);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
vec3 color_output_3 = byteround(clamp((last_tex_env_out.rgb) * (rounded_primary_color.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_3 = (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) * (ProcTex().aaa) + (combiner_buffer.rgb) * (vec3(1.0) - (ProcTex().aaa)), 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((ProcTex().rgb) * (last_tex_env_out.aaa) + (last_tex_env_out.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_5 = (last_tex_env_out.a);
last_tex_env_out = vec4(color_output_5, alpha_output_5);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: D79CB68E5FFB6238, 8345E6DD67E9F995
// program: 116BD640B975736D, 4A747B492333D0CE, 8345E6DD67E9F995
// reference: 5BF2679F3B47F256, F9543D43C2B3E096
// shader: 8B31, EC3BAFA855289E1F
#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 = 4) in vec4 vs_in_reg4;
out vec4 vs_out_attr0;
out vec4 vs_out_attr1;
out vec4 vs_out_attr2;
out vec4 vs_out_attr3;
out vec4 vs_out_attr4;
void main() {
vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr3 = vec4(0.0, 0.0, 0.0, 1.0);
vs_out_attr4 = vec4(0.0, 0.0, 0.0, 1.0);
exec_shader();
}
bvec2 conditional_code = bvec2(false);
ivec3 address_registers = ivec3(0);
vec4 reg_tmp0 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp1 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp2 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp3 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp4 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp5 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp6 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp7 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp8 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp9 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp10 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp11 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp12 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp13 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp14 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 reg_tmp15 = vec4(0.0, 0.0, 0.0, 1.0);
bool sub_0();
bool sub_1();
bool sub_2();
bool exec_shader() {
sub_0();
return true;
}
bool sub_0() {
reg_tmp10.xyz = (vs_in_reg0.xyzz).xyz;
reg_tmp10.w = (uniforms.f[92].yyyy).w;
conditional_code = equal(uniforms.f[4].xx, reg_tmp10.ww);
if (!conditional_code.x) {
sub_1();
} else {
sub_2();
}
vs_out_attr0.x = dot_s(uniforms.f[0], reg_tmp10);
vs_out_attr0.y = dot_s(uniforms.f[1], reg_tmp10);
vs_out_attr0.z = dot_s(uniforms.f[2], reg_tmp10);
vs_out_attr0.w = dot_s(uniforms.f[3], reg_tmp10);
vs_out_attr1 = vs_in_reg2;
vs_out_attr2 = vs_in_reg1.xyyy;
vs_out_attr4 = -reg_tmp10;
vs_out_attr3 = uniforms.f[92].xxxx;
return true;
}
bool sub_1() {
reg_tmp10.x = (reg_tmp10.xxxx + vs_in_reg4.xxxx).x;
return false;
}
bool sub_2() {
reg_tmp10.x = (reg_tmp10.xxxx + -vs_in_reg4.xxxx).x;
return false;
}
// reference: 8772AE99C2854885, EC3BAFA855289E1F
// shader: 8DD9, 24CFA9CD0C9C43C4
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
out vec4 primary_color;
out vec2 texcoord0;
out vec2 texcoord1;
out vec2 texcoord2;
out float texcoord0_w;
out vec4 normquat;
out vec3 view;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
in vec4 vs_out_attr0[];
in vec4 vs_out_attr1[];
in vec4 vs_out_attr2[];
in vec4 vs_out_attr3[];
in vec4 vs_out_attr4[];
struct Vertex {
vec4 attributes[5];
};
vec4 GetVertexQuaternion(Vertex vtx) {
return vec4(vtx.attributes[3].x, vtx.attributes[3].y, vtx.attributes[3].z, vtx.attributes[3].w);
}
void EmitVtx(Vertex vtx, bool quats_opposite) {
vec4 vtx_pos = vec4(vtx.attributes[0].x, vtx.attributes[0].y, vtx.attributes[0].z, vtx.attributes[0].w);
gl_Position = vtx_pos;
#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
gl_ClipDistance[0] = -vtx_pos.z;
gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
vec4 vtx_quat = GetVertexQuaternion(vtx);
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));
vec4 vtx_color = vec4(vtx.attributes[1].x, vtx.attributes[1].y, vtx.attributes[1].z, vtx.attributes[1].w);
primary_color = min(abs(vtx_color), vec4(1.0));
texcoord0 = vec2(vtx.attributes[2].x, vtx.attributes[2].y);
texcoord1 = vec2(0.0, 0.0);
texcoord0_w = 0.0;
view = vec3(vtx.attributes[4].x, vtx.attributes[4].y, vtx.attributes[4].z);
texcoord2 = vec2(0.0, 0.0);
EmitVertex();
}
bool AreQuaternionsOpposite(vec4 qa, vec4 qb) {
return (dot(qa, qb) < 0.0);
}
void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) {
EmitVtx(vtx0, false);
EmitVtx(vtx1, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx1)));
EmitVtx(vtx2, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx2)));
EndPrimitive();
}
void main() {
Vertex prim_buffer[3];
prim_buffer[0].attributes = vec4[5](vs_out_attr0[0], vs_out_attr1[0], vs_out_attr2[0], vs_out_attr3[0], vs_out_attr4[0]);
prim_buffer[1].attributes = vec4[5](vs_out_attr0[1], vs_out_attr1[1], vs_out_attr2[1], vs_out_attr3[1], vs_out_attr4[1]);
prim_buffer[2].attributes = vec4[5](vs_out_attr0[2], vs_out_attr1[2], vs_out_attr2[2], vs_out_attr3[2], vs_out_attr4[2]);
EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);
}
// reference: 8D2B248358E40AB0, 24CFA9CD0C9C43C4
// shader: 8B30, 123AEB0EDF90A3FE
in vec4 primary_color;
in vec2 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
in float texcoord0_w;
in vec4 normquat;
in vec3 view;
#ifndef CITRA_GLES
in vec4 gl_FragCoord;
#endif // CITRA_GLES
out vec4 color;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
#define NUM_TEV_STAGES 6
layout (std140) uniform shader_data {
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_light_data {
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
float lut_scale_d0;
float lut_scale_d1;
float lut_scale_sp;
float lut_scale_fr;
float lut_scale_rb;
float lut_scale_rg;
float lut_scale_rr;
int shadow_texture_bias;
};
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - float(index);
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - float(index);
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
float byteround(float x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec2 byteround(vec2 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec3 byteround(vec3 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
vec4 byteround(vec4 x) {
return round(x * 255.0) * (1.0 / 255.0);
}
float getLod(vec2 coord) {
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
return log2(max(d.x, d.y));
}
vec4 shadowTexture(vec2 uv, float w) {
return vec4(1.0);
}
vec4 shadowTextureCube(vec2 uv, float w) {
return vec4(1.0);
}
void main() {
vec4 rounded_primary_color = byteround(primary_color);
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
if (!(gl_FragCoord.x >= float(scissor_x1) && gl_FragCoord.y >= float(scissor_y1) && gl_FragCoord.x < float(scissor_x2) && gl_FragCoord.y < float(scissor_y2))) discard;
float z_over_w = 2.0 * gl_FragCoord.z - 1.0;
float depth = z_over_w * depth_scale + depth_offset;
vec4 texcolor0 = textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))));
vec4 combiner_buffer = vec4(0.0);
vec4 next_combiner_buffer = tev_combiner_buffer_color;
vec4 last_tex_env_out = vec4(0.0);
vec3 color_output_0 = byteround(clamp((rounded_primary_color.rgb) * (texcolor0.rgb), vec3(0.0), vec3(1.0)));
float alpha_output_0 = byteround(clamp((rounded_primary_color.a) * (texcolor0.a), 0.0, 1.0));
last_tex_env_out = vec4(color_output_0, alpha_output_0);
last_tex_env_out = clamp(last_tex_env_out, vec4(0.0), vec4(1.0));
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
combiner_buffer = next_combiner_buffer;
if (int(last_tex_env_out.a * 255.0) <= alphatest_ref) discard;
gl_FragDepth = depth;
color = byteround(last_tex_env_out);
}
// reference: CE312E683AC5214B, 123AEB0EDF90A3FE
// program: EC3BAFA855289E1F, 24CFA9CD0C9C43C4, 123AEB0EDF90A3FE
// reference: C92651D941702EF7, EC3BAFA855289E1F
// reference: E39AE151F85FF429, 116BD640B975736D
// reference: 15A698DF3B47F256, F9543D43C2B3E096
// reference: E39AE1517BAA925B, 116BD640B975736D
// reference: C92651D9C2854885, EC3BAFA855289E1F
// reference: E39AE151F85FF429, 116BD640B975736D
// reference: 5BF2679F3B47F256, F9543D43C2B3E096
// reference: C92651D941702EF7, EC3BAFA855289E1F
// reference: CE312E683AC5214B, 123AEB0EDF90A3FE
// reference: 8D2B248358E40AB0, 24CFA9CD0C9C43C4
// reference: ADCE1E117BAA925B, 116BD640B975736D
// reference: 15A698DFB8B29424, F9543D43C2B3E096
// reference: 0609F6E5CDD506D3, 4A747B492333D0CE
// reference: D4F4BEF9A6F39DCE, 55DC97714BEADD97
// reference: 8772AE99C2854885, EC3BAFA855289E1F
// reference: D79CB68E5FFB6238, 8345E6DD67E9F995
// reference: E57938FA9E46D0AE, 6ABDA25F3FF910CD
// reference: E39AE151F85FF429, 116BD640B975736D
// reference: 5BF2679F3B47F256, F9543D43C2B3E096
// reference: C92651D941702EF7, EC3BAFA855289E1F
// reference: CE312E683AC5214B, 123AEB0EDF90A3FE
// reference: 8D2B248358E40AB0, 24CFA9CD0C9C43C4
// reference: ADCE1E117BAA925B, 116BD640B975736D
// reference: 15A698DFB8B29424, F9543D43C2B3E096
// reference: 0609F6E5CDD506D3, 4A747B492333D0CE
// reference: D4F4BEF9A6F39DCE, 55DC97714BEADD97
// reference: 8772AE99C2854885, EC3BAFA855289E1F
// reference: D79CB68E5FFB6238, 8345E6DD67E9F995
// reference: E57938FA9E46D0AE, 6ABDA25F3FF910CD