diff --git a/Resolutions/BreathOfTheWild_Resolution/01ba1a725af9facf_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/01ba1a725afa0b96_0000000000000000_vs.txt similarity index 83% rename from Resolutions/BreathOfTheWild_Resolution/01ba1a725af9facf_0000000000000000_vs.txt rename to Resolutions/BreathOfTheWild_Resolution/01ba1a725afa0b96_0000000000000000_vs.txt index 49d93c18..e7c548f5 100644 --- a/Resolutions/BreathOfTheWild_Resolution/01ba1a725af9facf_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/01ba1a725afa0b96_0000000000000000_vs.txt @@ -1,22 +1,34 @@ #version 420 #extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable -// shader 01ba1a725af9facf -// Used for: Creating randomly sized stars (only on > Cemu 1.12.1) like the original game has. -// Shader made by Kiri -const float resScale = $width/720; +#ifdef VULKAN +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#else +#define SET_POSITION(_v) gl_Position = _v +#endif -layout(binding = 1, std140) uniform uniformBlockVS1 +const float resScale = $height/720.0; + +// Night star (size) + +// shader 01ba1a725afa0b96 +layout(binding = 1, std140) +uniform uniformBlockVS1 { vec4 uf_blockVS1[1024]; }; -layout(binding = 2, std140) uniform uniformBlockVS2 + +layout(binding = 2, std140) +uniform uniformBlockVS2 { vec4 uf_blockVS2[1024]; }; -uniform vec2 uf_windowSpaceToClipSpaceTransform; + layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { @@ -65,12 +77,8 @@ R0i.w = 0x3f800000; R0i.y = PV0i.z + int(1); R3i.xyzw = floatBitsToInt(uf_blockVS1[R0i.z].xyzw); R2i.xyzw = floatBitsToInt(uf_blockVS1[R0i.y].xyzw); - - // export -gl_PointSize = 0.5+(float(R2i.y%5)/4.0)*resScale; // Randomize size of the stars. Relies on GL_VERTEX_POINT_SIZE, which is only enabled above Cemu 1.12.1. - - +gl_PointSize = intBitsToFloat(R1i.x) * resScale; // 0 backupReg0i = R0i.w; backupReg1i = R2i.w; @@ -108,7 +116,7 @@ PV1i.z = tempi.x; PV1i.w = tempi.x; R1i.w = tempi.x; // export -gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +SET_POSITION(vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w))); // export passParameterSem1 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // export diff --git a/Resolutions/BreathOfTheWild_Resolution/5307d14d04250e61_000000000000000f_ps.txt b/Resolutions/BreathOfTheWild_Resolution/5307d14d04250e61_000000000000000f_ps.txt deleted file mode 100644 index 5f70c148..00000000 --- a/Resolutions/BreathOfTheWild_Resolution/5307d14d04250e61_000000000000000f_ps.txt +++ /dev/null @@ -1,95 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 5307d14d04250e61 -// Used for: Make stars visible - -uniform ivec4 uf_remappedPS[4]; -layout(location = 0) in vec4 passParameterSem1; -layout(location = 1) in vec4 passParameterSem2; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; -int clampFI32(int v) -{ -if( v == 0x7FFFFFFF ) - return floatBitsToInt(1.0); -else if( v == 0xFFFFFFFF ) - return floatBitsToInt(0.0); -return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R123f = vec4(0.0); -vec4 R125f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = passParameterSem1; -R1f = passParameterSem2; -// 0 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),0.0)); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.y = tempf.x; -PS0f = abs(R2f.z); -// 1 -backupReg0f = R0f.y; -R123f.x = (PS0f * 2.0 + -(1.0)); -PV1f.x = R123f.x; -PV1f.y = PV0f.x; -PV1f.y = clamp(PV1f.y, 0.0, 1.0); -R127f.z = mul_nonIEEE(R0f.x, intBitsToFloat(uf_remappedPS[1].w)); -PV1f.w = abs(R2f.w); -R125f.w = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[1].w)); -PS1f = R125f.w; -// 2 -backupReg0f = R127f.y; -PV0f.x = mul_nonIEEE(PV1f.x, PV1f.x); -R127f.y = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[1].w)); -PV0f.y = R127f.y; -R123f.z = (PV1f.w * 2.0 + -(1.0)); -PV0f.z = R123f.z; -R127f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].y)); -R127f.w = clamp(R127f.w, 0.0, 1.0); -tempResultf = log2(PV1f.y); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS0f = tempResultf; -// 3 -R126f.x = -(PV0f.y) + intBitsToFloat(uf_remappedPS[2].z); -PV1f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y), PS0f); -R123f.z = (mul_nonIEEE(PV0f.z,PV0f.z) + PV0f.x); -PV1f.z = R123f.z; -R126f.w = -(intBitsToFloat(uf_remappedPS[2].w)) + 0.0; -// 4 -R127f.x = -(R127f.z) + intBitsToFloat(uf_remappedPS[2].x); -PV0f.y = -(PV1f.z) + 1.0; -PV0f.y = clamp(PV0f.y, 0.0, 1.0); -R126f.z = -(R125f.w) + intBitsToFloat(uf_remappedPS[2].y); -PS0f = exp2(PV1f.y); -// 5 -PV1f.x = mul_nonIEEE(R127f.w, PV0f.y); -R123f.z = (mul_nonIEEE(R126f.w,PS0f) + intBitsToFloat(uf_remappedPS[2].w)); -PV1f.z = R123f.z; -// 6 -backupReg0f = R0f.w; -R0f.x = (mul_nonIEEE(R127f.x,PV1f.z) + R127f.z); -R0f.y = (mul_nonIEEE(R126f.z,PV1f.z) + R125f.w); -R0f.z = (mul_nonIEEE(R126f.x,PV1f.z) + R127f.y); -R0f.w = mul_nonIEEE(backupReg0f, PV1f.x); -// export -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, 1.0); -}