[NSMBU and SMM] Fix AA shaders

Might've been only a problem on AMD cards. Fixes https://github.com/slashiee/cemu_graphic_packs/issues/294
This commit is contained in:
Crementif 2018-12-07 23:00:21 +01:00
parent c567fc18ce
commit 1aa019564f
2 changed files with 10 additions and 5 deletions

View File

@ -1,9 +1,8 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader 50e29e8929cea348 // shader 50e29e8929cea348
//AA fix PS // Used for: Scaling Anti-Aliasing solution of game
uniform ivec4 uf_remappedPS[3]; uniform ivec4 uf_remappedPS[3];
@ -11,8 +10,10 @@ layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c5000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c5000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem1; layout(location = 0) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0; layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
const float resScale = (1.0 / uf_fragCoordScale.x); float resScale = (1.0 / uf_fragCoordScale.x);
int clampFI32(int v) int clampFI32(int v)
{ {
if( v == 0x7FFFFFFF ) if( v == 0x7FFFFFFF )

View File

@ -2,14 +2,18 @@
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader 37a4ec1a7dbc7391 // shader 37a4ec1a7dbc7391
//AAfix // Used for: Scaling Anti-Aliasing solution of game
uniform ivec4 uf_remappedPS[4]; uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x1d28c000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x1d28c000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2; layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0; layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
const float scaleAA = uf_fragCoordScale.x; float scaleAA = uf_fragCoordScale.x;
int clampFI32(int v) int clampFI32(int v)
{ {
if( v == 0x7FFFFFFF ) if( v == 0x7FFFFFFF )