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Dolphin Beyond Good and Evil bad_ps_0000.txt OpenGL

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May 8th, 2013
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  1. 0(135) : error C1008: undefined variable "ERROR9"
  2. #version 140
  3.  
  4. #define texture2DRect texture
  5.  
  6.  
  7. #define ATTRIN in
  8. #define ATTROUT out
  9. #define VARYIN centroid in
  10. #define VARYOUT centroid out
  11. #define float2 vec2
  12. #define float3 vec3
  13. #define float4 vec4
  14.  
  15.  
  16.  
  17.  
  18.  
  19. #define COLOROUT(name) out vec4 name;
  20. //Pixel Shader for TEV stages
  21. //2 TEV stages, 2 texgens, XXX IND stages
  22. float fmod( float x, float y )
  23. {
  24. float z = fract( abs( x / y) ) * abs( y );
  25. return (x < 0) ? -z : z;
  26. }
  27. uniform sampler2D samp0;
  28. uniform sampler2D samp1;
  29. uniform sampler2D samp2;
  30. uniform sampler2D samp3;
  31. uniform sampler2D samp4;
  32. uniform sampler2D samp5;
  33. uniform sampler2D samp6;
  34. uniform sampler2D samp7;
  35.  
  36. layout(std140) uniform PSBlock {
  37. float4 color[4] ;
  38. float4 k[4] ;
  39. float4 alphaRef[1] ;
  40. float4 texdim[8] ;
  41. float4 czbias[2] ;
  42. float4 cindscale[2] ;
  43. float4 cindmtx[6] ;
  44. float4 cfog[3] ;
  45. float4 cPLights[40] ;
  46. float4 cPmtrl[4] ;
  47. };
  48. COLOROUT(ocol0)
  49. float4 rawpos = gl_FragCoord;
  50. VARYIN float4 colors_02;
  51. VARYIN float4 colors_12;
  52. float4 colors_0 = colors_02;
  53. float4 colors_1 = colors_12;
  54. VARYIN float3 uv0_2;
  55. float3 uv0 = uv0_2;
  56. VARYIN float3 uv1_2;
  57. float3 uv1 = uv1_2;
  58. VARYIN float3 uv2_2;
  59. float3 uv2 = uv2_2;
  60. VARYIN float3 uv3_2;
  61. float3 uv3 = uv3_2;
  62. VARYIN float3 uv4_2;
  63. float3 uv4 = uv4_2;
  64. VARYIN float3 uv5_2;
  65. float3 uv5 = uv5_2;
  66. VARYIN float3 uv6_2;
  67. float3 uv6 = uv6_2;
  68. VARYIN float3 uv7_2;
  69. float3 uv7 = uv7_2;
  70. VARYIN float4 clipPos_2;
  71. float4 clipPos = clipPos_2;
  72. VARYIN float4 Normal_2;
  73. float4 Normal = Normal_2;
  74. void main()
  75. {
  76. float4 c0 = color[1], c1 = color[2], c2 = color[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);
  77. float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f);
  78. float alphabump=0.0f;
  79. float3 tevcoord=float3(0.0f, 0.0f, 0.0f);
  80. float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f);
  81. float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f);
  82. float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);
  83. float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);
  84.  
  85. float3 _norm0 = normalize(Normal.xyz);
  86.  
  87. float3 pos = float3(clipPos.x,clipPos.y,Normal.w);
  88. float4 mat, lacc;
  89. float3 ldir, h;
  90. float dist, dist2, attn;
  91. {
  92. mat = colors_0;
  93. lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);
  94. lacc.w = 1.0f;
  95. colors_0 = mat * clamp(lacc, 0.0, 1.0);
  96. }
  97. {
  98. mat = cPmtrl[3];
  99. lacc = cPmtrl[1];
  100. lacc.w = cPmtrl[1].w;
  101. ldir = cPLights[0 + 3].xyz - pos.xyz;
  102. dist2 = dot(ldir, ldir);
  103. dist = sqrt(dist2);
  104. ldir = ldir / dist;
  105. attn = max(0.0f, dot(ldir, cPLights[0 + 4].xyz));
  106. attn = max(0.0f, dot(cPLights[0 + 1].xyz, float3(1.0f, attn, attn*attn))) / dot(cPLights[0 + 2].xyz, float3(1.0f,dist,dist2));
  107. lacc.xyzw += attn * max(0.0f,dot(ldir, _norm0)) * cPLights[0].xyzw;
  108.  
  109. ldir = cPLights[5 + 3].xyz - pos.xyz;
  110. dist2 = dot(ldir, ldir);
  111. dist = sqrt(dist2);
  112. ldir = ldir / dist;
  113. attn = max(0.0f, dot(ldir, cPLights[5 + 4].xyz));
  114. attn = max(0.0f, dot(cPLights[5 + 1].xyz, float3(1.0f, attn, attn*attn))) / dot(cPLights[5 + 2].xyz, float3(1.0f,dist,dist2));
  115. lacc.xyzw += attn * max(0.0f,dot(ldir, _norm0)) * cPLights[5].xyzw;
  116.  
  117. colors_1 = mat * clamp(lacc, 0.0, 1.0);
  118. }
  119. clipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);
  120. uv0.xy = uv0.xy * texdim[0].zw;
  121. uv1.xy = uv1.xy * texdim[1].zw;
  122. // TEV stage 0
  123. rastemp = colors_0.rgba;
  124. crastemp = fract(rastemp * (255.0f/256.0f)) * (256.0f/255.0f);
  125. tevcoord.xy = uv0.xy;
  126. textemp=texture(samp0,tevcoord.xy * texdim[0].xy).rgba;
  127. // color combine
  128. prev.rgb = clamp((textemp.rgb)*(crastemp.rgb), 0.0, 1.0);
  129. // alpha combine
  130. prev.a = clamp(textemp.a*crastemp.a, 0.0, 1.0);
  131.  
  132. // TEV done
  133. // TEV stage 1
  134. tevcoord.xy = uv1.xy;
  135. textemp=texture(samp1,tevcoord.xy * texdim[1].xy).rgba;
  136. konsttemp = float4(0.25f,0.25f,0.25f, ERROR9);
  137. ckonsttemp = fract(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f);
  138. cprev = prev;
  139. // color combine
  140. prev.rgb = clamp((prev.rgb)+float3(0.0f, 0.0f, 0.0f), 0.0, 1.0);
  141. // alpha combine
  142. prev.a = clamp(textemp.a+cprev.a*(1.0f-ckonsttemp.a), 0.0, 1.0);
  143.  
  144. // TEV done
  145. if(!( (true) && (abs( prev.a - alphaRef[0].g ) >= (0.5f/255.0f)))) {
  146. ocol0 = float4(0.0f, 0.0f, 0.0f, 0.0f);
  147. discard;
  148. return;
  149. }
  150. float zCoord = rawpos.z;
  151. float ze = cfog[1].x / (cfog[1].y - (zCoord / cfog[1].w));
  152. float x_adjust = (2.0f * (clipPos.x / cfog[2].y)) - 1.0f - cfog[2].x;
  153. x_adjust = sqrt(x_adjust * x_adjust + cfog[2].z * cfog[2].z) / cfog[2].z;
  154. ze *= x_adjust;
  155. float fog = clamp(ze - cfog[1].z, 0.0, 1.0);
  156. prev.rgb = mix(prev.rgb, cfog[0].rgb, fog);
  157. ocol0 = prev;
  158. }
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