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#version 320 es

#define FORCE_EARLY_Z layout(early_fragment_tests) in

#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_ANDROID_extension_pack_es31a : enable

#extension GL_EXT_blend_func_extended : enable

#extension GL_EXT_shader_framebuffer_fetch: enable


#define FB_FETCH_VALUE real_ocol0
#define FRAGMENT_INOUT inout

precision highp float;


precision highp int;
precision highp sampler2DArray;
precision highp usamplerBuffer;
precision highp sampler2DMS;
precision highp image2DArray;
#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
struct Light {
int4 color;
float4 cosatt;
float4 distatt;
float4 pos;
float4 dir;
};
UBO_BINDING(std140, 2) uniform VSBlock {
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;
};
struct VS_OUTPUT {
float4 pos;
float4 colors_0;
float4 colors_1;
float clipDist0;
float clipDist1;
};
ATTRIBUTE_LOCATION(0) in float4 rawpos;
ATTRIBUTE_LOCATION(5) in float4 rawcolor0;
VARYING_LOCATION(0) out VertexData {
float4 pos;
float4 colors_0;
float4 colors_1;
float clipDist0;
float clipDist1;
} vs;
void main()
{
VS_OUTPUT o;
float4 pos = float4(dot(cpnmtx[0], rawpos), dot(cpnmtx[1], rawpos), dot(cpnmtx[2],
rawpos), 1.0);
float3 _norm0 = float3(0.0, 0.0, 0.0);
o.pos = float4(dot(cproj[0], pos), dot(cproj[1], pos), dot(cproj[2], pos),
dot(cproj[3], pos));
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);
o.colors_0 = 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);
o.colors_1 = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;
}
int tmp;
float4 coord, P0, P1, P2;
o.colors_1 = o.colors_0;
o.pos.z = o.pos.w * cpixelcenter.w - o.pos.z * cpixelcenter.z;
o.pos.z = o.pos.z * 2.0 - o.pos.w;
o.pos.xy *= sign(cpixelcenter.xy * float2(1.0, -1.0));
o.pos.xy = o.pos.xy - o.pos.w * cpixelcenter.xy;
vs.pos = o.pos;
vs.colors_0 = o.colors_0;
vs.colors_1 = o.colors_1;
vs.clipDist0 = o.clipDist0;
vs.clipDist1 = o.clipDist1;
gl_Position = o.pos;
}

#version 320 es

#define FORCE_EARLY_Z layout(early_fragment_tests) in

#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_ANDROID_extension_pack_es31a : enable

#extension GL_EXT_blend_func_extended : enable

#extension GL_EXT_shader_framebuffer_fetch: enable


#define FB_FETCH_VALUE real_ocol0
#define FRAGMENT_INOUT inout

precision highp float;


precision highp int;
precision highp sampler2DArray;
precision highp usamplerBuffer;
precision highp sampler2DMS;
precision highp image2DArray;
#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, 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)); }

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;
};

FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;


VARYING_LOCATION(0) in VertexData {
float4 pos;
float4 colors_0;
float4 colors_1;
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, textemp, konsttemp;
int3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);
int alphabump = 0;
int2 tevcoord = int2(0, 0);
int2 wrappedcoord, tempcoord;
int4 tevin_a, tevin_b, tevin_c, tevin_d, tevin_temp;

float4 col0 = colors_0;


float4 col1 = colors_1;
int2 fixpoint_uv0 = int2(0, 0);

// TEV stage 0
rastemp = iround(col0 * 255.0).rgba;
textemp = int4(255, 255, 255, 255);
tevin_a = int4(int3(0,0,0), 0) & 255;
tevin_b = int4(int3(0,0,0), 0) & 255;
tevin_c = int4(int3(0,0,0), 0) & 255;
tevin_d = int4(rastemp.rgb, rastemp.a);
tevin_temp = (tevin_a<<8) + (tevin_b-tevin_a) * (tevin_c + (tevin_c>>7));
// tev combine
prev = (((tevin_d.rgba ) ) + ((((tevin_temp.rgba) ) + 128) >> 8)) ;
prev = clamp(prev, int4(0, 0, 0, 0), int4(255, 255, 255, 255));
prev = prev & 255;
if(( (prev.a > alphaRef.r) || (prev.a > alphaRef.g)) == false) {
ocol0 = float4(0.0, 0.0, 0.0, 0.0);
discard;
}
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);
fog = 1.0 - exp2(-8.0 * fog * fog);
int ifog = iround(fog * 256.0);
prev.rgb = (prev.rgb * (256 - ifog) + cfogcolor.rgb * ifog) >> 8;
ocol0 = float4(prev) / 255.0;
}

#version 320 es

#define FORCE_EARLY_Z layout(early_fragment_tests) in

#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_ANDROID_extension_pack_es31a : enable

#extension GL_EXT_blend_func_extended : enable

#extension GL_EXT_shader_framebuffer_fetch: enable


#define FB_FETCH_VALUE real_ocol0
#define FRAGMENT_INOUT inout

precision highp float;


precision highp int;
precision highp sampler2DArray;
precision highp usamplerBuffer;
precision highp sampler2DMS;
precision highp image2DArray;
#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
layout(lines) in;
layout(triangle_strip, max_vertices = 4) out;
struct Light {
int4 color;
float4 cosatt;
float4 distatt;
float4 pos;
float4 dir;
};
UBO_BINDING(std140, 3) uniform GSBlock {
float4 clinept;
int4 ctexoffset;
};
struct VS_OUTPUT {
float4 pos;
float4 colors_0;
float4 colors_1;
float clipDist0;
float clipDist1;
};
VARYING_LOCATION(0) in VertexData {
float4 pos;
float4 colors_0;
float4 colors_1;
float clipDist0;
float clipDist1;
} vs[2];
VARYING_LOCATION(0) out VertexData {
float4 pos;
float4 colors_0;
float4 colors_1;
float clipDist0;
float clipDist1;
} ps;
void main()
{
VS_OUTPUT start, end;
start.pos = vs[0].pos;
start.colors_0 = vs[0].colors_0;
start.colors_1 = vs[0].colors_1;
start.clipDist0 = vs[0].clipDist0;
start.clipDist1 = vs[0].clipDist1;
end.pos = vs[1].pos;
end.colors_0 = vs[1].colors_0;
end.colors_1 = vs[1].colors_1;
end.clipDist0 = vs[1].clipDist0;
end.clipDist1 = vs[1].clipDist1;
float2 offset;
float2 to = abs(end.pos.xy / end.pos.w - start.pos.xy / start.pos.w);
if (clinept.y * to.y > clinept.x * to.x) {
offset = float2(clinept.z / clinept.x, 0);
} else {
offset = float2(0, -clinept.z / clinept.y);
}
for (int i = 0; i < 2; ++i) {
VS_OUTPUT f;
f.pos = vs[i].pos;
f.colors_0 = vs[i].colors_0;
f.colors_1 = vs[i].colors_1;
f.clipDist0 = vs[i].clipDist0;
f.clipDist1 = vs[i].clipDist1;
VS_OUTPUT l = f;
VS_OUTPUT r = f;
l.pos.xy -= offset * l.pos.w;
r.pos.xy += offset * r.pos.w;
if (ctexoffset[2] != 0) {
float texOffset = 1.0 / float(ctexoffset[2]);
}
gl_Position = l.pos;
ps.pos = l.pos;
ps.colors_0 = l.colors_0;
ps.colors_1 = l.colors_1;
ps.clipDist0 = l.clipDist0;
ps.clipDist1 = l.clipDist1;
EmitVertex();
gl_Position = r.pos;
ps.pos = r.pos;
ps.colors_0 = r.colors_0;
ps.colors_1 = r.colors_1;
ps.clipDist0 = r.clipDist0;
ps.clipDist1 = r.clipDist1;
EmitVertex();
}
EndPrimitive();
}

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