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[XCX] Remove edge AA fix, doesn't scale to some res
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1 changed files with 0 additions and 83 deletions
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader f0cd5149ce8da077
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//Fix AA mssing from edge of screen for 21_9
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uniform ivec4 uf_remappedVS[2];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem0;
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layout(location = 1) out vec4 passParameterSem1;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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R127f.z = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedVS[0].y)) + intBitsToFloat(uf_remappedVS[0].w));
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PV0f.z = R127f.z;
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R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedVS[0].x)) + intBitsToFloat(uf_remappedVS[0].z));
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PV0f.w = R123f.w;
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// 1
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R123f.x = (intBitsToFloat(uf_remappedVS[1].y) * 0.5 + PV0f.z);
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PV1f.x = R123f.x;
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R123f.y = (intBitsToFloat(uf_remappedVS[1].x) * 0.5 + PV0f.w);
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PV1f.y = R123f.y;
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R0f.z = PV0f.w;
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R0f.w = PV0f.z;
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R2f.x = (-(intBitsToFloat(uf_remappedVS[1].x)) * 0.5 + PV0f.w);
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PS1f = R2f.x;
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// 2
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R2f.y = (-(intBitsToFloat(uf_remappedVS[1].y)) * 0.5 + R127f.z);
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R2f.z = PV1f.y;
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R2f.w = PV1f.x;
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// export
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float origRatio = 1.777f;
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float newRatio = 2.370f;
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// *(origRatio / newRatio)
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem0 = vec4(R2f.x +0.1, R2f.y, R2f.z, R2f.w);// that's pretty much it
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// export
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passParameterSem1 = vec4(R0f.z, R0f.w, R0f.z, R0f.z);
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// 0
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}
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