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Delete Enhancements/DKCTropicalFreeze
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#version 420
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#extension GL_ARB_texture_gather : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 10ccf0cc1234d069 // AA removal cemu 1.8
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#ifdef VULKAN
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layout(set = 1, binding = 2) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[2];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[2];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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// uf_fragCoordScale was moved to the ufBlock
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R5i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R124i = ivec4(0);
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ivec4 R125i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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bool activeMaskStack[3];
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bool activeMaskStackC[4];
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activeMaskStack[0] = false;
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activeMaskStack[1] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStackC[2] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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}
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@ -1,79 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader bafe6c9c37bfca4d // AA removal cemu 1.8 version
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#ifdef VULKAN
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layout(set = 1, binding = 2) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[2];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[2];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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// uf_fragCoordScale was moved to the ufBlock
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R5i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R124i = ivec4(0);
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ivec4 R125i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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bool activeMaskStack[3];
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bool activeMaskStackC[4];
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activeMaskStack[0] = false;
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activeMaskStack[1] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStackC[2] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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}
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@ -1,6 +0,0 @@
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[Definition]
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titleIds = 0005000010137F00,0005000010138300,0005000010144800
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name = AA Removal
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path = "Donkey Kong Country: Tropical Freeze/Enhancements/AA Removal"
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description = Removes AA, no performance gain. Used for clean look or injecting external AA.
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version = 4
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