mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2025-01-03 13:51:49 +01:00
Update SLW Brightness workaround to v4
Shaders were dumped directly from WIP15
This commit is contained in:
parent
48e248971e
commit
1fec25b75e
@ -1,15 +1,32 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_separate_shader_objects : 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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// shader 7658289ba65cb755
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// shader 7658289ba65cb755
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// "dark overlay"
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#ifdef VULKAN
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// dumped on cemu 1.11.5
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layout(set = 1, binding = 2) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[1];
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uniform ivec4 uf_remappedPS[1];
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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
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uniform vec4 uf_fragCoordScale;
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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
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};
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#else
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uniform ivec4 uf_remappedPS[1];
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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(4, 1, 1) uniform sampler2D textureUnitPS4;
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layout(location = 0) in vec4 passParameterSem137;
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layout(location = 0) in vec4 passParameterSem137;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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int clampFI32(int v)
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{
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{
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if( v == 0x7FFFFFFF )
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if( v == 0x7FFFFFFF )
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@ -56,5 +73,5 @@ R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
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R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
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R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
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R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
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R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
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// export
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// export
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w)* (16.0/9.0);
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w) * (16.0/9.0);
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}
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}
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@ -1,17 +1,34 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_separate_shader_objects : 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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// shader 971a39bb79e32fd1
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// shader 971a39bb79e32fd1
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// "dark overlay"
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#ifdef VULKAN
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// dumped on cemu 1.11.5
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layout(set = 1, binding = 3) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[8];
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uniform ivec4 uf_remappedPS[8];
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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
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uniform vec4 uf_fragCoordScale;
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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
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};
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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
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#else
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uniform ivec4 uf_remappedPS[8];
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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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TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4;
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layout(location = 0) in vec4 passParameterSem136;
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layout(location = 0) in vec4 passParameterSem136;
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layout(location = 1) in vec4 passParameterSem137;
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layout(location = 1) in vec4 passParameterSem137;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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int clampFI32(int v)
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{
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{
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if( v == 0x7FFFFFFF )
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if( v == 0x7FFFFFFF )
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@ -114,5 +131,5 @@ PV0f.w = -(PV1f.y) + 1.0;
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// 9
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// 9
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R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
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R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
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// export
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// export
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passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w)* (16.0/9.0);
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passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w) * (16.0/9.0);
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}
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}
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@ -1,17 +1,34 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_separate_shader_objects : 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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// shader e1d2a971c93cd82a
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// shader e1d2a971c93cd82a
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// "dark overlay"
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#ifdef VULKAN
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// dumped on cemu 1.11.5
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layout(set = 1, binding = 3) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[8];
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uniform ivec4 uf_remappedPS[8];
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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
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uniform vec4 uf_fragCoordScale;
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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
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};
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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
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#else
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uniform ivec4 uf_remappedPS[8];
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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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TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4;
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layout(location = 0) in vec4 passParameterSem136;
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layout(location = 0) in vec4 passParameterSem136;
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layout(location = 1) in vec4 passParameterSem137;
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layout(location = 1) in vec4 passParameterSem137;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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int clampFI32(int v)
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{
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{
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if( v == 0x7FFFFFFF )
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if( v == 0x7FFFFFFF )
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@ -100,5 +117,5 @@ PV1f.w = min(PV0f.y, PV0f.z);
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// 8
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// 8
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R0f.w = R127f.w + PV1f.w;
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R0f.w = R127f.w + PV1f.w;
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// export
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)* (16.0/9.0);
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w) * (16.0/9.0);
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}
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}
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@ -3,4 +3,4 @@ titleIds = 0005000010135700,000500001012B100,0005000010128F00
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name = Brightness
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name = Brightness
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path = "Sonic Lost World/Workarounds/Brightness"
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path = "Sonic Lost World/Workarounds/Brightness"
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description = This fixes the game from being too dark
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description = This fixes the game from being too dark
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version = 3
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version = 4
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