Kung Fu Chaos
From xboxdevwiki
Fullscreen blit shader
v0.xy {
{0,0}
{0,1}
{1,1}
{1,0}
}
surfaceSize = {640,480}
clipRange = {0,16777215}
c[58] = { 320, -240, 16777215, 0 }
c[59] = { 320.53125, 240.53125, 0, 0}
c[100] = { 640, 480, 0, 5.06639553e-05}
c[101] = { 0, 0, 0, 1}
c[102] = {1/320, -1/240, 1, 1}
c[103] = { 1, -1, 0, 0}
c[104] = { 0, 0, 0, 0}
c[105] = { 320, -240, 16777215, 0 }
c[106] = { 320.53125, 240.53125, 0, 0}
oD0 = v1
R2.x = 0.0;
R9 = {1/320, -1/240, 1, 1}
R5.xy = R2.x * { -1, +1 } // -> R5.xy = 0.0 .. FIXME: This makes no sense? R2.x was just set to zero?! [from C104.x !!]
/* Slot 3: 0x00000000 0x006CC0AA 0x0C36146C 0x98300FF8 */
ADD(R3,x, c[102].z, -R2); // -> R3.x = C[102].z = 1.0
/* Slot 4: 0x00000000 0x008CC000 0x242A1800 0xDC400FF8 */
MAD(R4,xy, R2.x, c[102].xy, R3.x); // -> R4.xy = R3.xx = {1,1}
/* Slot 5: 0x00000000 0x008D2000 0x242A1800 0xDC600FF8 */
MAD(R6,xy, R2.x, c[105].xy, R3.x); // -> R6.xy = R3.xx = {1,1}
/* Slot 6: 0x00000000 0x004D4000 0x242A186C 0x2C700FF8 */
MUL(R7,xy, R2.x, c[106].xy); // -> R7.xy = 0.0
/* Slot 7: 0x00000000 0x0080041B 0x0836886D 0x5C800FF8 */
MAD(R8,xy, v2, R4, R5); // -> R8 = v2 * R4 = v2
oT0.xy = R8 * R6 + R7 // -> v2
oT1.xy = R8 * R6 + R7 // -> v2
/* Slot 8: 0x00000000 0x004CA01A 0x0C37286C 0x2FA00FF8 */
MUL(R10,xyzw, c[101].xyz, R9);
/* Slot 11: 0x00000000 0x006CE01B 0xA436146C 0x3070F800 */
ADD(oPos,xyzw, R10, -c[103]);
/* Slot 12: 0x00000000 0x004C8015 0x942A186C 0x2CB00FF8 */
MUL(R11,xy, R9.xy, c[100].xy);
/* Slot 13: 0x00000000 0x00800015 0x082B6857 0x1070C800 */
MAD(oPos,xy, v0.xy, R11.xy, R12.xy);
SET FOG:
/* Slot 14: 0x00000000 0x004C80FF 0x0DFF886C 0x20708828 */
MUL(oFog,x, c[100].w, R12.w);
DO VIEWPORT TRANSFORM:
/* Slot 15: 0x00000000 0x0047401B 0xC436186C 0x2070C800 */
MUL(oPos,xy, R12, c[58]);
/* Slot 16: 0x00000000 0x0067601B 0xC436106C 0x3070C801 */
ADD(oPos,xy, R12, c[59]);
SPACE CONVERSION [XQEMU only]:
if (oPos.w == 0.0 || isinf(oPos.w)) {
vtx.inv_w = 1.0;
} else {
vtx.inv_w = 1.0 / oPos.w;
}
oPos.x = 2.0 * (oPos.x - surfaceSize.x * 0.5) / surfaceSize.x;
oPos.y = -2.0 * (oPos.y - surfaceSize.y * 0.5) / surfaceSize.y;
if (clipRange.y != clipRange.x) {
oPos.z = (oPos.z - 0.5 * (clipRange.x + clipRange.y)) / (0.5 * (clipRange.y - clipRange.x));
}
if (oPos.w <= 0.0) {
oPos.xyz *= oPos.w;
} else {
oPos.w = 1.0;
}
/* Make the world a happy place! */
#if 1
oFog.xyzw = vec4(1.0);
oPos.xy = v0.xy;
oPos.y *= -1.0;
oPos.z = 0.5;
oPos.w = 1.0;
vtx.inv_w = 1.0;
#endif