#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 VARYING_LOCATION(x) #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, 0 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)); } int itrunc(float x) { return int (trunc(x)); } int2 itrunc(float2 x) { return int2(trunc(x)); } int3 itrunc(float3 x) { return int3(trunc(x)); } int4 itrunc(float4 x) { return int4(trunc(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[2]; float4 czslope; float4 cefbscale; }; struct VS_OUTPUT { float4 pos; float4 colors_0; float4 colors_1; float4 clipPos; float clipDist0; float clipDist1; }; 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; float4 clipPos; 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(0, 0); // TEV stage 0 textemp = int4(255, 255, 255, 255); konsttemp = int4(k[0].rgb, k[0].a); tevin_a = int4(konsttemp.rgb, 0)&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; int zCoord = int(rawpos.z * 16777216.0); zCoord = clamp(zCoord, 0, 0xFFFFFF); float ze = (cfogf[1].x * 16777216.0) / float(cfogi.y - (zCoord >> cfogi.w)); float fog = clamp(ze - cfogf[1].z, 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.a = float(prev.a) / 255.0; } 0(85) : error C0000: syntax error, unexpected ';', expecting "::" at token ";"