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Wii U: Add missing pixel shader assembly
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misc/wiiu/ps_textured_exp.glsl
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misc/wiiu/ps_textured_exp.glsl
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varying vec4 out_col;
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varying vec2 out_uv;
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uniform sampler2D texImage;
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uniform vec3 fogCol;
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uniform float fogDensity;
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void main() {
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vec4 col = texture(texImage, out_uv) * out_col;
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float depth = 1.0 / gl_FragCoord.w;
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float f = clamp(exp2(fogDensity * depth), 0.0, 1.0);
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col.rgb = mix(fogCol, col.rgb, f);
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gl_FragColor = col;
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}
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misc/wiiu/ps_textured_exp.psh
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misc/wiiu/ps_textured_exp.psh
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; $MODE = "UniformRegister"
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; $SAMPLER_VARS[0].name= "texImage"
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; $SAMPLER_VARS[0].type= "sampler2D"
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; $SAMPLER_VARS[0].location = 0
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; $NUM_SPI_PS_INPUT_CNTL = 2
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; $SPI_PS_INPUT_CNTL[0].semantic = 0
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; $SPI_PS_INPUT_CNTL[0].default_val = 1
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; $SPI_PS_INPUT_CNTL[1].semantic = 1
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; $SPI_PS_INPUT_CNTL[1].default_val = 1
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; C0
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; $UNIFORM_VARS[0].name = "fogColor"
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; $UNIFORM_VARS[0].type = "vec4"
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; $UNIFORM_VARS[0].count = 1
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; $UNIFORM_VARS[0].block = -1
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; $UNIFORM_VARS[0].offset = 0
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; C1
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; $UNIFORM_VARS[1].name = "fogEnd"
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; $UNIFORM_VARS[1].type = "vec2"
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; $UNIFORM_VARS[1].count = 1
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; $UNIFORM_VARS[1].block = -1
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; $UNIFORM_VARS[1].offset = 4
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; -------- Disassembly --------------------
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00 TEX: ADDR(48) CNT(1) VALID_PIX
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0 SAMPLE R2, R2.xy0x, t0, s0
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01 ALU: ADDR(32) CNT(14)
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1 x: MUL ____, R1.y, R2.y
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y: MUL ____, R1.x, R2.x
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z: MUL ____, R1.z, R2.z
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w: MUL R2.w, R1.w, R2.w
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t: RCP_sat ____, R0.w
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2 x: ADD R1.x, PV1.x, -C0.y
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y: ADD R1.y, PV1.y, -C0.x
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w: ADD R0.w, PV1.z, -C0.z
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t: RCP_e ____, PS1
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3 w: MUL ____, PS2, C1.x
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4 t: EXP_e ____, PV3.w CLAMP
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5 x: MULADD R2.x, R1.y, PS4, C0.x
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y: MULADD R2.y, R1.x, PS4, C0.y
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z: MULADD R2.z, R0.w, PS4, C0.z
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02 EXP_DONE: PIX0, R2
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END_OF_PROGRAM
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14
misc/wiiu/ps_textured_lin.glsl
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misc/wiiu/ps_textured_lin.glsl
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varying vec4 out_col;
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varying vec2 out_uv;
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uniform sampler2D texImage;
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uniform vec3 fogCol;
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uniform float fogEnd;
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void main() {
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vec4 col = texture(texImage, out_uv) * out_col;
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float depth = 1.0 / gl_FragCoord.w;
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float f = clamp(1.0 - fogEnd * depth, 0.0, 1.0);
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col.rgb = mix(fogCol, col.rgb, f);
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gl_FragColor = col;
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}
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misc/wiiu/ps_textured_lin.psh
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misc/wiiu/ps_textured_lin.psh
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; $MODE = "UniformRegister"
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; $SAMPLER_VARS[0].name= "texImage"
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; $SAMPLER_VARS[0].type= "sampler2D"
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; $SAMPLER_VARS[0].location = 0
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; $NUM_SPI_PS_INPUT_CNTL = 2
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; $SPI_PS_INPUT_CNTL[0].semantic = 0
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; $SPI_PS_INPUT_CNTL[0].default_val = 1
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; $SPI_PS_INPUT_CNTL[1].semantic = 1
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; $SPI_PS_INPUT_CNTL[1].default_val = 1
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; C0
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; $UNIFORM_VARS[0].name = "fogColor"
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; $UNIFORM_VARS[0].type = "vec4"
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; $UNIFORM_VARS[0].count = 1
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; $UNIFORM_VARS[0].block = -1
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; $UNIFORM_VARS[0].offset = 0
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; C1
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; $UNIFORM_VARS[1].name = "fogEnd"
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; $UNIFORM_VARS[1].type = "vec2"
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; $UNIFORM_VARS[1].count = 1
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; $UNIFORM_VARS[1].block = -1
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; $UNIFORM_VARS[1].offset = 4
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; -------- Disassembly --------------------
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00 TEX: ADDR(48) CNT(1) VALID_PIX
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0 SAMPLE R2, R2.xy0x, t0, s0
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01 ALU: ADDR(32) CNT(13)
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1 x: MUL ____, R1.x, R2.x
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y: MUL ____, R1.z, R2.z
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z: MUL ____, R1.y, R2.y
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w: MUL R2.w, R1.w, R2.w
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t: RCP_sat ____, R0.w
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2 x: ADD R1.x, PV1.z, -C0.y
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y: ADD R1.y, PV1.x, -C0.x
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w: ADD R0.w, PV1.y, -C0.z
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t: RCP_e ____, PS1
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3 z: MULADD R127.z, -PS2, C1.x, 1.0f CLAMP
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4 x: MULADD R2.x, R1.y, PV3.z, C0.x
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y: MULADD R2.y, R1.x, PV3.z, C0.y
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z: MULADD R2.z, R0.w, PV3.z, C0.z
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02 EXP_DONE: PIX0, R2
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END_OF_PROGRAM
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