Update SLW Brightness workaround to v4

Shaders were dumped directly from WIP15
This commit is contained in:
Michael 2019-11-18 12:18:58 -08:00
parent 48e248971e
commit 1fec25b75e
4 changed files with 72 additions and 21 deletions

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@ -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 )

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@ -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 )

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@ -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 )

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@ -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