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Rename VC folder names and add shader to undarken GBA VC
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5 changed files with 660 additions and 611 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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// shader 79ba8affb269f61c
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// Checked against output from mGBA (191/255 = Wii U is 74.90196078431373% darker)
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// verified on Fire Emblem and Minish Cap
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uniform vec2 uf_fragCoordScale;
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem128;
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layout(location = 1) in vec4 passParameterSem129;
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layout(location = 0) out vec4 passPixelColor0;
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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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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 = passParameterSem128;
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R1f = passParameterSem129;
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R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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// 0
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg2f = R0f.z;
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backupReg3f = R0f.w;
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R0f.x = mul_nonIEEE(backupReg0f, R1f.x);
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R0f.y = mul_nonIEEE(backupReg1f, R1f.y);
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R0f.z = mul_nonIEEE(backupReg2f, R1f.z);
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R0f.w = mul_nonIEEE(backupReg3f, R1f.w);
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*float(1.335078534031414);
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}
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