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92 lines (76 loc) · 1.81 KB
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#pragma author Li
#pragma description PlayStation Mobile Shader
import std.io;
enum ShaderUniformType : u32 {
None = 0x0,
Float = 0x100,
Float2 = 0x101,
Float3 = 0x102,
Float4 = 0x103,
Float2x2 = 0x111,
Float3x3 = 0x122,
Float4x4 = 0x133,
Int = 0x400,
Int2 = 0x401,
Int3 = 0x402,
Int4 = 0x403,
Bool = 0x300,
Bool2 = 0x301,
Bool3 = 0x302,
Bool4 = 0x303,
Sampler2D = 0x8001,
SamplerCube = 0x8002
};
struct CGXVariant {
char language[4];
u32 sourcePtr;
u32 sourceSz;
u32 reserved;
char shader[sourceSz] @ sourcePtr;
};
struct CGXUniform {
u32 uniformNamePtr;
u32 typeNamePtr;
u32 unk1;
ShaderUniformType type;
u32 size;
u32 flags;
char name[] @ uniformNamePtr;
char typeName[] @ typeNamePtr;
};
struct CGXVariantTableEntry {
u32 namePtr;
u32 variantListPtr;
u32 variantCount;
u32 uniformsPtr;
u32 uniformsNum;
u32 attributesNum;
u32 varyingsNum;
u32 unk4;
CGXVariant variants[variantCount] @ variantListPtr;
CGXUniform uniforms[uniformsNum] @ uniformsPtr;
CGXUniform attributes[attributesNum] @ uniformsPtr + sizeof(uniforms);
CGXUniform varyings[varyingsNum] @ uniformsPtr + sizeof(uniforms) + sizeof(attributes);
char name[] @ namePtr;
};
struct CgxHeader {
char magic[4];
char cgVer[4];
char glesVer[4];
u32 flags;
u32 unk0;
u32 unk1;
u32 vertexShaderVariantsPtr;
u32 unk2;
u32 fragmentShaderVariantsPtr;
u32 unk4;
u32 headerSize;
u32 shaderDataPtr;
u32 stringTblPtr;
u32 stringTblPtr2;
u32 totalSize;
u8 hash[0x14];
CGXVariantTableEntry vertexVariants @ vertexShaderVariantsPtr;
CGXVariantTableEntry fragmentVariants @ fragmentShaderVariantsPtr;
};
CgxHeader header @ 0x00;