diff --git a/Workarounds/SonicLostWorld_Brightness/7658289ba65cb755_00000000000003c9_ps.txt b/Workarounds/SonicLostWorld_Brightness/7658289ba65cb755_00000000000003c9_ps.txt index 6ac903be..5c88c487 100644 --- a/Workarounds/SonicLostWorld_Brightness/7658289ba65cb755_00000000000003c9_ps.txt +++ b/Workarounds/SonicLostWorld_Brightness/7658289ba65cb755_00000000000003c9_ps.txt @@ -1,15 +1,32 @@ #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif // shader 7658289ba65cb755 -// "dark overlay" -// dumped on cemu 1.11.5 +#ifdef VULKAN +layout(set = 1, binding = 2) uniform ufBlock +{ uniform ivec4 uf_remappedPS[1]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 -layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x1786d800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[1]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4; layout(location = 0) in vec4 passParameterSem137; layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -56,5 +73,5 @@ R2f.x = mul_nonIEEE(R1f.x, PV0f.x); R2f.y = mul_nonIEEE(R1f.y, PV0f.x); R2f.z = mul_nonIEEE(R1f.z, PV0f.x); // export -passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w)* (16.0/9.0); +passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w) * (16.0/9.0); } diff --git a/Workarounds/SonicLostWorld_Brightness/971a39bb79e32fd1_0000000000001e71_ps.txt b/Workarounds/SonicLostWorld_Brightness/971a39bb79e32fd1_0000000000001e71_ps.txt index d696cb16..e6385f9f 100644 --- a/Workarounds/SonicLostWorld_Brightness/971a39bb79e32fd1_0000000000001e71_ps.txt +++ b/Workarounds/SonicLostWorld_Brightness/971a39bb79e32fd1_0000000000001e71_ps.txt @@ -1,17 +1,34 @@ #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif // shader 971a39bb79e32fd1 -// "dark overlay" -// dumped on cemu 1.11.5 +#ifdef VULKAN +layout(set = 1, binding = 3) uniform ufBlock +{ uniform ivec4 uf_remappedPS[8]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 -layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x1786d800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[8]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; +TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4; layout(location = 0) in vec4 passParameterSem136; layout(location = 1) in vec4 passParameterSem137; layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -114,5 +131,5 @@ PV0f.w = -(PV1f.y) + 1.0; // 9 R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y); // export -passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w)* (16.0/9.0); +passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w) * (16.0/9.0); } diff --git a/Workarounds/SonicLostWorld_Brightness/e1d2a971c93cd82a_0000000000001e71_ps.txt b/Workarounds/SonicLostWorld_Brightness/e1d2a971c93cd82a_0000000000001e71_ps.txt index d6162723..d2e16de1 100644 --- a/Workarounds/SonicLostWorld_Brightness/e1d2a971c93cd82a_0000000000001e71_ps.txt +++ b/Workarounds/SonicLostWorld_Brightness/e1d2a971c93cd82a_0000000000001e71_ps.txt @@ -1,17 +1,34 @@ #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif // shader e1d2a971c93cd82a -// "dark overlay" -// dumped on cemu 1.11.5 +#ifdef VULKAN +layout(set = 1, binding = 3) uniform ufBlock +{ uniform ivec4 uf_remappedPS[8]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 -layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x1786d800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[8]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; +TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4; layout(location = 0) in vec4 passParameterSem136; layout(location = 1) in vec4 passParameterSem137; layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -100,5 +117,5 @@ PV1f.w = min(PV0f.y, PV0f.z); // 8 R0f.w = R127f.w + PV1f.w; // export -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)* (16.0/9.0); +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w) * (16.0/9.0); } diff --git a/Workarounds/SonicLostWorld_Brightness/rules.txt b/Workarounds/SonicLostWorld_Brightness/rules.txt index 9d2a5f36..0e46eb03 100644 --- a/Workarounds/SonicLostWorld_Brightness/rules.txt +++ b/Workarounds/SonicLostWorld_Brightness/rules.txt @@ -3,4 +3,4 @@ titleIds = 0005000010135700,000500001012B100,0005000010128F00 name = Brightness path = "Sonic Lost World/Workarounds/Brightness" description = This fixes the game from being too dark -version = 3 +version = 4