#version 430 #define FORCE_EARLY_Z layout(early_fragment_tests) in #extension GL_ARB_shading_language_420pack : enable #define ATTRIBUTE_LOCATION(x) #define FRAGMENT_OUTPUT_LOCATION(x) #define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y) #define UBO_BINDING(packing, x) layout(packing, binding = x) #define SAMPLER_BINDING(x) layout(binding = x) #define TEXEL_BUFFER_BINDING(x) layout(binding = x) #define SSBO_BINDING(x) layout(binding = x) #define IMAGE_BINDING(format, x) layout(format, binding = x) #define VARYING_LOCATION(x) #extension GL_ARB_shader_storage_buffer_object : enable #extension GL_NV_shader_thread_group : enable #extension GL_NV_shader_thread_shuffle : enable #define SUPPORTS_SUBGROUP_REDUCTION 1 // The xor shuffle below produces incorrect results if all threads in a warp are not active. #define CAN_USE_SUBGROUP_REDUCTION (ballotThreadNV(true) == 0xFFFFFFFFu) #define IS_HELPER_INVOCATION gl_HelperThreadNV #define IS_FIRST_ACTIVE_INVOCATION (gl_ThreadInWarpNV == findLSB(ballotThreadNV(!gl_HelperThreadNV))) #define SUBGROUP_REDUCTION(func, value) value = func(value, shuffleXorNV(value, 16, 32)); \ value = func(value, shuffleXorNV(value, 8, 32)); \ value = func(value, shuffleXorNV(value, 4, 32)); \ value = func(value, shuffleXorNV(value, 2, 32)); \ value = func(value, shuffleXorNV(value, 1, 32)); #define SUBGROUP_MIN(value) SUBGROUP_REDUCTION(min, value) #define SUBGROUP_MAX(value) SUBGROUP_REDUCTION(max, value) #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, 13 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) 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) }; FORCE_EARLY_Z; FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0; FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1; VARYING_LOCATION(0) in VertexData { float4 pos; float4 colors_0; float4 colors_1; float3 tex0; float3 tex1; float3 tex2; float3 tex3; float3 tex4; float3 tex5; float3 tex6; float3 tex7; float3 tex8; float3 tex9; float3 tex10; float3 tex11; float3 tex12; float3 Normal; float3 WorldPos; 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; float3 _norm0 = normalize(Normal.xyz); float3 pos = WorldPos; int4 lacc; float3 ldir, h, cosAttn, distAttn; float dist, dist2, attn; { int4 mat = cmtrl[2]; lacc = int4(255, 255, 255, 255); lacc.w = 255; lacc = clamp(lacc, 0, 255); col0 = 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); col1 = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0; } int2 fixpoint_uv0 = int2((tex0.z == 0.0 ? tex0.xy : tex0.xy / tex0.z) * texdim[0].zw); int2 fixpoint_uv1 = int2((tex1.z == 0.0 ? tex1.xy : tex1.xy / tex1.z) * texdim[1].zw); int2 fixpoint_uv2 = int2((tex2.z == 0.0 ? tex2.xy : tex2.xy / tex2.z) * texdim[2].zw); int2 fixpoint_uv3 = int2((tex3.z == 0.0 ? tex3.xy : tex3.xy / tex3.z) * texdim[3].zw); int2 fixpoint_uv4 = int2((tex4.z == 0.0 ? tex4.xy : tex4.xy / tex4.z) * texdim[4].zw); int2 fixpoint_uv5 = int2((tex5.z == 0.0 ? tex5.xy : tex5.xy / tex5.z) * texdim[5].zw); int2 fixpoint_uv6 = int2((tex6.z == 0.0 ? tex6.xy : tex6.xy / tex6.z) * texdim[6].zw); int2 fixpoint_uv7 = int2((tex7.z == 0.0 ? tex7.xy : tex7.xy / tex7.z) * texdim[7].zw); int2 fixpoint_uv8 = int2((tex8.z == 0.0 ? tex8.xy : tex8.xy / tex8.z) * texdim[8].zw); int2 fixpoint_uv9 = int2((tex9.z == 0.0 ? tex9.xy : tex9.xy / tex9.z) * texdim[9].zw); int2 fixpoint_uv10 = int2((tex10.z == 0.0 ? tex10.xy : tex10.xy / tex10.z) * texdim[10].zw); int2 fixpoint_uv11 = int2((tex11.z == 0.0 ? tex11.xy : tex11.xy / tex11.z) * texdim[11].zw); int2 fixpoint_uv12 = int2((tex12.z == 0.0 ? tex12.xy : tex12.xy / tex12.z) * texdim[12].zw); // TEV stage 0 rastemp = iround(col0 * 255.0).rrba; tevcoord.xy = fixpoint_uv0; textemp = iround(255.0 * texture(samp[0], float3(float2(tevcoord.xy).xy * texdim[0].xy, 0.0))).rrba; tevin_a = int4(int3(0,0,0), 0)&int4(255, 255, 255, 255); tevin_b = int4(textemp.rgb, textemp.a)&int4(255, 255, 255, 255); tevin_c = int4(rastemp.rgb, rastemp.a)&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; int zCoord = int(rawpos.z * 16777216.0); zCoord = clamp(zCoord, 0, 0xFFFFFF); float ze = (cfogf.x * 16777216.0) / float(cfogi.y - (zCoord >> cfogi.w)); float fog = clamp(ze - cfogf.y, 0.0, 1.0); int ifog = iround(fog * 256.0); prev.rgb = (prev.rgb * (256 - ifog) + cfogcolor.rgb * ifog) >> 8; ocol0.rgb = float3(prev.rgb) / 255.0; ocol0.a = float(prev.a >> 2) / 63.0; ocol1 = float4(0.0, 0.0, 0.0, float(prev.a) / 255.0); } 0(219) : error C1068: array index out of bounds 0(220) : error C1068: array index out of bounds 0(221) : error C1068: array index out of bounds 0(222) : error C1068: array index out of bounds 0(223) : error C1068: array index out of bounds