mirror of
https://github.com/Abdess/retroarch_system.git
synced 2026-10-10 13:33:24 -05:00
Thirty profiles from the ES-DE batch, each source-verified by the session that wrote it and passing the schema and semantic checks. Five declare no files at all and say why in notes referenced to the code: NGP.emu, openbor, Plastic, Swan.emu and XeniOS. Twenty-eight files come with them, every one declared by the profile that needs it and matching the hash it declares, with no duplicate of anything already held: the NetherSX2 Turnip Classic assets, the Speccy machine ROMs, the Virtual Boy homebrew the app bundles, Snes9x EX+'s bundled game, and sixtyforce's Overrides.plist, which carries a size and no hash because the binary never checks one. supermodel gains the four data files it reads from its install tree, hakux marks its controller map unsourceable now that the asset manager is known to read inside the package, and nethersx2 sheds the two core aliases that belong to the Turnip profiles.
108 lines
1.9 KiB
GLSL
108 lines
1.9 KiB
GLSL
//#version 420 // Keep it for editor detection
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//////////////////////////////////////////////////////////////////////
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// Common Interface Definition
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//////////////////////////////////////////////////////////////////////
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#ifdef VERTEX_SHADER
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#if !pGL_ES
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out gl_PerVertex {
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vec4 gl_Position;
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float gl_PointSize;
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#if !pGL_ES
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float gl_ClipDistance[1];
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#endif
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};
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#endif
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#endif
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#ifdef GEOMETRY_SHADER
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#if !pGL_ES
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in gl_PerVertex {
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vec4 gl_Position;
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float gl_PointSize;
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#if !pGL_ES
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float gl_ClipDistance[1];
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#endif
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} gl_in[];
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out gl_PerVertex {
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vec4 gl_Position;
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float gl_PointSize;
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#if !pGL_ES
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float gl_ClipDistance[1];
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#endif
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};
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#endif
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#endif
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//////////////////////////////////////////////////////////////////////
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// Constant Buffer Definition
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//////////////////////////////////////////////////////////////////////
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// Performance note, some drivers (nouveau) will validate all Constant Buffers
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// even if only one was updated.
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#if defined(VERTEX_SHADER) || defined(GEOMETRY_SHADER)
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layout(std140, binding = 1) uniform cb20
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{
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vec2 VertexScale;
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vec2 VertexOffset;
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vec2 TextureScale;
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vec2 TextureOffset;
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vec2 PointSize;
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uint MaxDepth;
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uint pad_cb20;
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};
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#endif
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#if defined(VERTEX_SHADER) || defined(FRAGMENT_SHADER)
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layout(std140, binding = 0) uniform cb21
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{
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vec3 FogColor;
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float AREF;
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vec4 WH;
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vec2 TA;
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float MaxDepthPS;
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float Af;
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uvec4 MskFix;
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uvec4 FbMask;
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vec4 HalfTexel;
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vec4 MinMax;
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ivec4 ChannelShuffle;
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vec2 TC_OffsetHack;
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vec2 STScale;
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mat4 DitherMatrix;
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};
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#endif
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//layout(std140, binding = 22) uniform cb22
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//{
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// vec4 rt_size;
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//};
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//////////////////////////////////////////////////////////////////////
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// Default Sampler
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//////////////////////////////////////////////////////////////////////
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#ifdef FRAGMENT_SHADER
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layout(binding = 0) uniform sampler2D TextureSampler;
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#endif
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