diff --git a/Enhancements/Splatoon_Bloom/34eaf9e211e76379_00000000000003c9_ps.txt b/Enhancements/Splatoon_Bloom/34eaf9e211e76379_00000000000003c9_ps.txt index c1399008..13e1141f 100644 --- a/Enhancements/Splatoon_Bloom/34eaf9e211e76379_00000000000003c9_ps.txt +++ b/Enhancements/Splatoon_Bloom/34eaf9e211e76379_00000000000003c9_ps.txt @@ -1,16 +1,42 @@ #version 420 #extension GL_ARB_texture_gather : 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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#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 SET_POSITION(_v) gl_Position = _v +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. + // shader 34eaf9e211e76379 const float bloomFactor = $bloom; +#ifdef VULKAN +layout(set = 1, binding = 2) uniform ufBlock +{ uniform ivec4 uf_remappedPS[4]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 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 0x16466800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[4]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; +// uf_fragCoordScale was moved to the ufBlock int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/Splatoon_Bloom/rules.txt b/Enhancements/Splatoon_Bloom/rules.txt index c34c8114..4ae5740f 100644 --- a/Enhancements/Splatoon_Bloom/rules.txt +++ b/Enhancements/Splatoon_Bloom/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010176900,0005000010176A00,0005000010162B00 name = Bloom Adjustment path = "Splatoon/Enhancements/Bloom Adjustment" description = Allows you to adjust how strong the bloom is. Full amount is the default intensity of bloom. -version = 3 +version = 4 [Preset] name = Full Amount (Default) diff --git a/Enhancements/Splatoon_Shadows/b4196905d6fff2bb_0000000000001e69_ps.txt b/Enhancements/Splatoon_Shadows/b4196905d6fff2bb_0000000000001e69_ps.txt index 15b65649..621f139b 100644 --- a/Enhancements/Splatoon_Shadows/b4196905d6fff2bb_0000000000001e69_ps.txt +++ b/Enhancements/Splatoon_Shadows/b4196905d6fff2bb_0000000000001e69_ps.txt @@ -1,18 +1,44 @@ #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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#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 SET_POSITION(_v) gl_Position = _v +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. + // shader b4196905d6fff2bb // Used for: Fixing high-res shadows on models at end-screen of campaign/matches const float resScale = $shadowRes; +#ifdef VULKAN +layout(set = 1, binding = 3) uniform ufBlock +{ uniform ivec4 uf_remappedPS[12]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 -layout(binding = 1) uniform sampler2DArrayShadow textureUnitPS1;// Tex1 addr 0xf494a800 res 2048x2048x1 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 6 6 6 border: 2 -layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x17f95000 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[12]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +TEXTURE_LAYOUT(1, 1, 1) uniform sampler2DArrayShadow textureUnitPS1; +TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2; layout(location = 0) noperspective in vec4 passParameterSem0; layout(location = 1) noperspective in vec4 passParameterSem4; layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; +// uf_fragCoordScale was moved to the ufBlock int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/Splatoon_Shadows/rules.txt b/Enhancements/Splatoon_Shadows/rules.txt index ce80bc27..fd9a353d 100644 --- a/Enhancements/Splatoon_Shadows/rules.txt +++ b/Enhancements/Splatoon_Shadows/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010176900,0005000010176A00,0005000010162B00 name = Shadow Resolution path = "Splatoon/Graphics/Shadow Resolution" description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution. -version = 3 +version = 4 [Preset] name = Medium (1.00x, Default) diff --git a/Resolutions/Splatoon_Resolution/0b9b8f5dfa16ad58_0000000000000000_vs.txt b/Resolutions/Splatoon_Resolution/0b9b8f5dfa16ad58_0000000000000000_vs.txt index 65cd5d33..6d8eaeb8 100644 --- a/Resolutions/Splatoon_Resolution/0b9b8f5dfa16ad58_0000000000000000_vs.txt +++ b/Resolutions/Splatoon_Resolution/0b9b8f5dfa16ad58_0000000000000000_vs.txt @@ -1,14 +1,39 @@ #version 420 #extension GL_ARB_texture_gather : enable -#extension GL_ARB_shading_language_packing : 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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#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 SET_POSITION(_v) gl_Position = _v +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. + // shader 0b9b8f5dfa16ad58 // Used for: Horizontal Menu Blur Pass const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); +#ifdef VULKAN +layout(set = 0, binding = 0) uniform ufBlock +{ uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -layout(location = 0) in uvec4 attrDataSem0; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +}; +#else +uniform ivec4 uf_remappedVS[5]; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +#endif +// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock +ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -104,7 +129,7 @@ R1f.y = PV1f.z + -(R126f.x); R1f.z = PV1f.z + R126f.x; R1f.w = PV1f.z; // export -gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); } diff --git a/Resolutions/Splatoon_Resolution/5c1761d13feccdff_0000000000000000_vs.txt b/Resolutions/Splatoon_Resolution/5c1761d13feccdff_0000000000000000_vs.txt index 7a0fe7f9..625eb00c 100644 --- a/Resolutions/Splatoon_Resolution/5c1761d13feccdff_0000000000000000_vs.txt +++ b/Resolutions/Splatoon_Resolution/5c1761d13feccdff_0000000000000000_vs.txt @@ -1,15 +1,40 @@ #version 420 #extension GL_ARB_texture_gather : enable -#extension GL_ARB_shading_language_packing : 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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#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 SET_POSITION(_v) gl_Position = _v +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. + // shader 5c1761d13feccdff // Used for: Background DoF const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); +#ifdef VULKAN +layout(set = 0, binding = 0) uniform ufBlock +{ uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem1; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +}; +#else +uniform ivec4 uf_remappedVS[1]; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +#endif +// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock +ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -72,7 +97,7 @@ PS1f = R2f.x; // 2 R2f.w = PV1f.x; // export -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); // export passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); } diff --git a/Resolutions/Splatoon_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt b/Resolutions/Splatoon_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt index 1ace2470..0ae4c953 100644 --- a/Resolutions/Splatoon_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt +++ b/Resolutions/Splatoon_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt @@ -1,15 +1,40 @@ #version 420 #extension GL_ARB_texture_gather : enable -#extension GL_ARB_shading_language_packing : 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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#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 SET_POSITION(_v) gl_Position = _v +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. + // shader 6f5412f28bd716e8 // Used for: Horizontal Bloom Pass const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); +#ifdef VULKAN +layout(set = 0, binding = 0) uniform ufBlock +{ uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem1; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +}; +#else +uniform ivec4 uf_remappedVS[1]; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +#endif +// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock +ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -92,7 +117,7 @@ PS1f = R2f.z; // 4 R4f.xzw = vec3(R2f.x,PS1f,R2f.y); // export -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/Splatoon_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt b/Resolutions/Splatoon_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt index 4f66afe8..05ffa6ed 100644 --- a/Resolutions/Splatoon_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt +++ b/Resolutions/Splatoon_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt @@ -1,15 +1,40 @@ #version 420 #extension GL_ARB_texture_gather : enable -#extension GL_ARB_shading_language_packing : 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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#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 SET_POSITION(_v) gl_Position = _v +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. + // shader a0bda935c83e6f2a // Used for: Vertical Bloom Pass const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); +#ifdef VULKAN +layout(set = 0, binding = 0) uniform ufBlock +{ uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem1; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +}; +#else +uniform ivec4 uf_remappedVS[1]; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +#endif +// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock +ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -90,7 +115,7 @@ R2f.y = backupReg0f + -(R126f.y); R2f.z = backupReg0f + R126f.y; R2f.w = backupReg0f; // export -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); // export passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/Splatoon_Resolution/ae5bf21625f134f3_0000000000000000_vs.txt b/Resolutions/Splatoon_Resolution/ae5bf21625f134f3_0000000000000000_vs.txt index cf37e223..3edb31d0 100644 --- a/Resolutions/Splatoon_Resolution/ae5bf21625f134f3_0000000000000000_vs.txt +++ b/Resolutions/Splatoon_Resolution/ae5bf21625f134f3_0000000000000000_vs.txt @@ -1,14 +1,40 @@ #version 420 #extension GL_ARB_texture_gather : enable -#extension GL_ARB_shading_language_packing : 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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#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 SET_POSITION(_v) gl_Position = _v +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. + // shader ae5bf21625f134f3 // Used for: Squid Sisters TV const float origRatio = float($gameWidth)/float($gameHeight); const float newRatio = float($width)/float($height); +#ifdef VULKAN +layout(set = 0, binding = 0) uniform ufBlock +{ uniform ivec4 uf_remappedVS[7]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -layout(location = 0) in uvec4 attrDataSem0; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +}; +#else +uniform ivec4 uf_remappedVS[7]; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +#endif +// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock +ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -121,7 +147,7 @@ PV1f.z = R123f.z; // 10 R1f.y = (mul_nonIEEE(PV1f.z,intBitsToFloat(uf_remappedVS[6].y)) + 0.5); // export -gl_Position = vec4(R0f.x/(origRatio/newRatio), R0f.y, R0f.z, R0f.w); +SET_POSITION(vec4(R0f.x/(origRatio/newRatio), R0f.y, R0f.z, R0f.w)); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.z); } diff --git a/Resolutions/Splatoon_Resolution/fc3e63a2007625f8_0000000000000000_vs.txt b/Resolutions/Splatoon_Resolution/fc3e63a2007625f8_0000000000000000_vs.txt index 1ee64c69..69ee896c 100644 --- a/Resolutions/Splatoon_Resolution/fc3e63a2007625f8_0000000000000000_vs.txt +++ b/Resolutions/Splatoon_Resolution/fc3e63a2007625f8_0000000000000000_vs.txt @@ -1,14 +1,39 @@ #version 420 #extension GL_ARB_texture_gather : enable -#extension GL_ARB_shading_language_packing : 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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#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 SET_POSITION(_v) gl_Position = _v +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. + // shader fc3e63a2007625f8 // Used for: Vertical Menu Blur Pass const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); +#ifdef VULKAN +layout(set = 0, binding = 0) uniform ufBlock +{ uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -layout(location = 0) in uvec4 attrDataSem0; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +}; +#else +uniform ivec4 uf_remappedVS[5]; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +#endif +// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock +ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -101,7 +126,7 @@ R1f.y = PV1f.y + -(R126f.x); R1f.z = PV1f.y + R126f.x; R1f.w = PV1f.y; // export -gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); } diff --git a/Resolutions/Splatoon_Resolution/rules.txt b/Resolutions/Splatoon_Resolution/rules.txt index a0b4dc07..1259ca90 100644 --- a/Resolutions/Splatoon_Resolution/rules.txt +++ b/Resolutions/Splatoon_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010176900,0005000010176A00,0005000010162B00 name = Resolution path = "Splatoon/Graphics/Resolution" description = Changes the resolution of the game. -version = 3 +version = 4 [Preset] name = 1280x720 (Default)