0% found this document useful (0 votes)
61 views6 pages

Bad P OGL 0

This document defines macros and structures for vertex and fragment shaders. It defines macros for attribute, uniform, and varying bindings. It also defines structures for vertex shader inputs and outputs as well as a structure for a uniform block containing shader parameters. The vertex shader transforms vertex positions, computes lighting, and outputs transformed positions and colors. The fragment shader samples a texture, performs TEV color combining, and writes the output color.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
61 views6 pages

Bad P OGL 0

This document defines macros and structures for vertex and fragment shaders. It defines macros for attribute, uniform, and varying bindings. It also defines structures for vertex shader inputs and outputs as well as a structure for a uniform block containing shader parameters. The vertex shader transforms vertex positions, computes lighting, and outputs transformed positions and colors. The fragment shader samples a texture, performs TEV color combining, and writes the output color.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 6

#version 400

#define ATTRIBUTE_LOCATION(x)
#define FRAGMENT_OUTPUT_LOCATION(x)
#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y)
#define UBO_BINDING(packing, x) layout(packing)
#define SAMPLER_BINDING(x)
#define TEXEL_BUFFER_BINDING(x)
#define SSBO_BINDING(x)
#define IMAGE_BINDING(format, x) layout(format)

#define VARYING_LOCATION(x)

#define API_OPENGL 1
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define uint2 uvec2
#define uint3 uvec3
#define uint4 uvec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define frac fract
#define lerp mix
struct Light {
int4 color;
float4 cosatt;
float4 distatt;
float4 pos;
float4 dir;
};
UBO_BINDING(std140, 2) uniform VSBlock {
uint components;
uint xfmem_dualTexInfo;
uint xfmem_numColorChans;
float4 cpnmtx[6];
float4 cproj[4];
int4 cmtrl[4];
Light clights[8];
float4 ctexmtx[24];
float4 ctrmtx[64];
float4 cnmtx[32];
float4 cpostmtx[64];
float4 cpixelcenter;
float2 cviewport;
uint4 xfmem_pack1[8];
#define xfmem_texMtxInfo(i) (xfmem_pack1[(i)].x)
#define xfmem_postMtxInfo(i) (xfmem_pack1[(i)].y)
#define xfmem_color(i) (xfmem_pack1[(i)].z)
#define xfmem_alpha(i) (xfmem_pack1[(i)].w)
};
struct VS_OUTPUT {
float4 pos;
float4 colors_0;
float4 colors_1;
float clipDist0;
float clipDist1;
};
ATTRIBUTE_LOCATION(0) in float4 rawpos;
VARYING_LOCATION(0) out VertexData {
float4 pos;
float4 colors_0;
float4 colors_1;
float clipDist0;
float clipDist1;
} vs;
void main()
{
VS_OUTPUT o;
float4 pos = float4(dot(cpnmtx[0], rawpos), dot(cpnmtx[1], rawpos), dot(cpnmtx[2],
rawpos), 1.0);
float3 _norm0 = float3(0.0, 0.0, 0.0);
o.pos = float4(dot(cproj[0], pos), dot(cproj[1], pos), dot(cproj[2], pos),
dot(cproj[3], pos));
int4 lacc;
float3 ldir, h, cosAttn, distAttn;
float dist, dist2, attn;
{
int4 mat = int4(255, 255, 255, 255);
lacc = cmtrl[0];
lacc.w = cmtrl[0].w;
lacc = clamp(lacc, 0, 255);
o.colors_0 = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;
}
{
int4 mat = cmtrl[3];
lacc = int4(255, 255, 255, 255);
lacc.w = 255;
lacc = clamp(lacc, 0, 255);
o.colors_1 = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;
}
float4 coord = float4(0.0, 0.0, 1.0, 1.0);
o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);
o.colors_1 = o.colors_0;
float clipDepth = o.pos.z * (1.0 - 1e-7);
float clipDist0 = clipDepth + o.pos.w;
float clipDist1 = -clipDepth;
o.clipDist0 = clipDist0;
o.clipDist1 = clipDist1;
o.pos.z = o.pos.w * cpixelcenter.w - o.pos.z * cpixelcenter.z;
o.pos.z = o.pos.z * 2.0 - o.pos.w;
o.pos.xy *= sign(cpixelcenter.xy * float2(1.0, -1.0));
o.pos.xy = o.pos.xy - o.pos.w * cpixelcenter.xy;
vs.pos = o.pos;
vs.colors_0 = o.colors_0;
vs.colors_1 = o.colors_1;
vs.clipDist0 = o.clipDist0;
vs.clipDist1 = o.clipDist1;
gl_ClipDistance[0] = clipDist0;
gl_ClipDistance[1] = clipDist1;
gl_Position = o.pos;
}

#version 400

#define ATTRIBUTE_LOCATION(x)
#define FRAGMENT_OUTPUT_LOCATION(x)
#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y)
#define UBO_BINDING(packing, x) layout(packing)
#define SAMPLER_BINDING(x)
#define TEXEL_BUFFER_BINDING(x)
#define SSBO_BINDING(x)
#define IMAGE_BINDING(format, x) layout(format)

#define VARYING_LOCATION(x)

#define API_OPENGL 1
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define uint2 uvec2
#define uint3 uvec3
#define uint4 uvec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define frac fract
#define lerp mix
//Pixel Shader for TEV stages
//1 TEV stages, 1 texgens, 0 IND stages
int idot(int3 x, int3 y)
{
int3 tmp = x * y;
return tmp.x + tmp.y + tmp.z;
}
int idot(int4 x, int4 y)
{
int4 tmp = x * y;
return tmp.x + tmp.y + tmp.z + tmp.w;
}

int iround(float x) { return int (round(x)); }


int2 iround(float2 x) { return int2(round(x)); }
int3 iround(float3 x) { return int3(round(x)); }
int4 iround(float4 x) { return int4(round(x)); }

SAMPLER_BINDING(0) uniform sampler2DArray samp[8];

UBO_BINDING(std140, 1) uniform PSBlock {


int4 color[4];
int4 k[4];
int4 alphaRef;
float4 texdim[8];
int4 czbias[2];
int4 cindscale[2];
int4 cindmtx[6];
int4 cfogcolor;
int4 cfogi;
float4 cfogf;
float4 cfogrange[3];
float4 czslope;
float2 cefbscale;
uint bpmem_genmode;
uint bpmem_alphaTest;
uint bpmem_fogParam3;
uint bpmem_fogRangeBase;
uint bpmem_dstalpha;
uint bpmem_ztex_op;
bool bpmem_late_ztest;
bool bpmem_rgba6_format;
bool bpmem_dither;
bool bpmem_bounding_box;
uint4 bpmem_pack1[16];
uint4 bpmem_pack2[8];
int4 konstLookup[32];
bool blend_enable;
uint blend_src_factor;
uint blend_src_factor_alpha;
uint blend_dst_factor;
uint blend_dst_factor_alpha;
bool blend_subtract;
bool blend_subtract_alpha;
};

#define bpmem_combiners(i) (bpmem_pack1[(i)].xy)


#define bpmem_tevind(i) (bpmem_pack1[(i)].z)
#define bpmem_iref(i) (bpmem_pack1[(i)].w)
#define bpmem_tevorder(i) (bpmem_pack2[(i)].x)
#define bpmem_tevksel(i) (bpmem_pack2[(i)].y)

FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;


VARYING_LOCATION(0) in VertexData {
float4 pos;
float4 colors_0;
float4 colors_1;
float3 tex0;
float clipDist0;
float clipDist1;
};
void main()
{
float4 rawpos = gl_FragCoord;
int4 c0 = color[1], c1 = color[2], c2 = color[3], prev = color[0];
int4 rastemp = int4(0, 0, 0, 0), textemp = int4(0, 0, 0, 0), konsttemp =
int4(0, 0, 0, 0);
int3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);
int alphabump=0;
int3 tevcoord=int3(0, 0, 0);
int2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);
int4
tevin_a=int4(0,0,0,0),tevin_b=int4(0,0,0,0),tevin_c=int4(0,0,0,0),tevin_d=int4(0,0,
0,0);

float4 col0 = colors_0;


float4 col1 = colors_1;
int2 fixpoint_uv0 = int2((tex0.z == 0.0 ? tex0.xy : tex0.xy / tex0.z) *
texdim[0].zw);

// TEV stage 0
tevcoord.xy = fixpoint_uv0;
textemp = iround(255.0 * texture(samp[0], float3(float2(tevcoord.xy).xy *
texdim[0].xy, 0.0))).rgba;
tevin_a = int4(textemp.rgb, textemp.a)&int4(255, 255, 255, 255);
tevin_b = int4(int3(0,0,0), 0)&int4(255, 255, 255, 255);
tevin_c = int4(int3(0,0,0), 0)&int4(255, 255, 255, 255);
tevin_d = int4(int3(0,0,0), 0);
// color combine
prev.rgb = clamp((((tevin_d.rgb)) + (((((tevin_a.rgb<<8) + (tevin_b.rgb-
tevin_a.rgb)*(tevin_c.rgb+(tevin_c.rgb>>7)))) + 128)>>8)), int3(0,0,0),
int3(255,255,255));
// alpha combine
prev.a = clamp((((tevin_d.a)) + (((((tevin_a.a<<8) + (tevin_b.a-
tevin_a.a)*(tevin_c.a+(tevin_c.a>>7)))))>>8)), 0, 255);
prev = prev & 255;
if(!( (prev.a > alphaRef.r) || (prev.a > alphaRef.g))) {
ocol0 = float4(0.0, 0.0, 0.0, 0.0);
discard;
}
int zCoord = int(rawpos.z * 16777216.0);
zCoord = clamp(zCoord, 0, 0xFFFFFF);
ocol0.rgb = float3(prev.rgb) / 255.0;
ocol0.a = float(prev.a >> 2) / 63.0;
}
WARNING: Could not find vertex shader attribute 'rawtex4' to match
BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'rawnorm1' to match
BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'rawcolor0' to match
BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'rawtex2' to match
BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'rawtex0' to match
BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'rawnorm0' to match
BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'rawtex6' to match
BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'rawtex3' to match
BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'rawnorm2' to match
BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'rawtex7' to match
BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'rawtex5' to match
BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'rawtex1' to match
BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'rawcolor1' to match
BindAttributeLocation request.
WARNING: Could not find vertex shader attribute 'posmtx' to match
BindAttributeLocation request.
ERROR: Input of fragment shader '<in VertexData.tex0>' not written by vertex shader
#
Dolphin Version: Dolphin OEDolphin
Video Backend: OpenGL

You might also like