From 38e98abbf2d26848abce67256d0ee84e2716de65 Mon Sep 17 00:00:00 2001 From: Michele Date: Mon, 20 Jan 2020 13:47:02 -0800 Subject: [PATCH] Update Tokyo Mirage to v4 Couldn't verify vertex shader 3259d3b3ca333bf3, but the rest came out okay. Do note that Vulkan still has issues with this game. --- .../04d0827b9471eb22_0000000000000000_vs.txt | 35 ++++++++++++++++--- .../201bd8dfd2a9e7d3_0000000000000000_vs.txt | 35 ++++++++++++++++--- .../23c5bbfda0fc3b0f_0000000000000000_vs.txt | 35 ++++++++++++++++--- .../3259d3b3ca333bf3_0000000000000000_vs.txt | 35 ++++++++++++++++--- .../39863f29c6d85cb8_0000000000000000_vs.txt | 35 ++++++++++++++++--- .../59fca914f0dcb060_0000000000000000_vs.txt | 35 ++++++++++++++++--- .../61b51be479ffa5dc_0000000000000000_vs.txt | 33 ++++++++++++++--- .../88ae6940d510eea5_0000000000000000_vs.txt | 35 ++++++++++++++++--- .../8cdd68cf2a074404_0000000000000000_vs.txt | 35 ++++++++++++++++--- .../94986f08df872394_0000000000000000_vs.txt | 33 ++++++++++++++--- .../aae570d2455724bc_0000000000000000_vs.txt | 33 ++++++++++++++--- .../b181218b85619285_0000000000000000_vs.txt | 35 ++++++++++++++++--- .../dda6656146476243_0000000000000000_vs.txt | 31 +++++++++++++--- Resolutions/TokyoMirage_Resolution/rules.txt | 2 +- docs/_data/GameTitles.yml | 2 +- 15 files changed, 383 insertions(+), 66 deletions(-) diff --git a/Resolutions/TokyoMirage_Resolution/04d0827b9471eb22_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/04d0827b9471eb22_0000000000000000_vs.txt index fb22be71..6e23d7a5 100644 --- a/Resolutions/TokyoMirage_Resolution/04d0827b9471eb22_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/04d0827b9471eb22_0000000000000000_vs.txt @@ -1,14 +1,39 @@ #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : 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 04d0827b9471eb22 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 attrDataSem8; +// 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 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -70,7 +95,7 @@ R0f.y = R2f.y + -(R127f.z); R0f.z = PV0f.y; R0f.w = PV0f.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 passParameterSem137 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/TokyoMirage_Resolution/201bd8dfd2a9e7d3_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/201bd8dfd2a9e7d3_0000000000000000_vs.txt index 29837ec3..9df34c6f 100644 --- a/Resolutions/TokyoMirage_Resolution/201bd8dfd2a9e7d3_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/201bd8dfd2a9e7d3_0000000000000000_vs.txt @@ -1,14 +1,39 @@ #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : 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 201bd8dfd2a9e7d3 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 attrDataSem8; +// 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 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -145,7 +170,7 @@ PV1f.y = R123f.y; R2f.z = PV1f.y; 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 passParameterSem141 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Resolutions/TokyoMirage_Resolution/23c5bbfda0fc3b0f_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/23c5bbfda0fc3b0f_0000000000000000_vs.txt index d130fe42..d3ea2d38 100644 --- a/Resolutions/TokyoMirage_Resolution/23c5bbfda0fc3b0f_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/23c5bbfda0fc3b0f_0000000000000000_vs.txt @@ -1,14 +1,39 @@ #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : 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 23c5bbfda0fc3b0f 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 attrDataSem8; +// 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 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -81,7 +106,7 @@ PV1f.y = R123f.y; R2f.z = PV1f.y; 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 passParameterSem137 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Resolutions/TokyoMirage_Resolution/3259d3b3ca333bf3_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/3259d3b3ca333bf3_0000000000000000_vs.txt index 70ccf0b2..6ab83646 100644 --- a/Resolutions/TokyoMirage_Resolution/3259d3b3ca333bf3_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/3259d3b3ca333bf3_0000000000000000_vs.txt @@ -1,14 +1,39 @@ #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : 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 3259d3b3ca333bf3 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 attrDataSem8; +// 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 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -99,7 +124,7 @@ PV1f.y = R123f.y; R2f.z = PV1f.y; 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 passParameterSem138 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Resolutions/TokyoMirage_Resolution/39863f29c6d85cb8_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/39863f29c6d85cb8_0000000000000000_vs.txt index 32a78244..dec9d469 100644 --- a/Resolutions/TokyoMirage_Resolution/39863f29c6d85cb8_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/39863f29c6d85cb8_0000000000000000_vs.txt @@ -1,14 +1,39 @@ #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : 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 39863f29c6d85cb8 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 attrDataSem8; +// 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 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -69,7 +94,7 @@ R2f.y = R127f.x + R127f.z; R2f.z = PV1f.y; 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 passParameterSem136 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); } diff --git a/Resolutions/TokyoMirage_Resolution/59fca914f0dcb060_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/59fca914f0dcb060_0000000000000000_vs.txt index 2e752131..79b983fe 100644 --- a/Resolutions/TokyoMirage_Resolution/59fca914f0dcb060_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/59fca914f0dcb060_0000000000000000_vs.txt @@ -1,14 +1,39 @@ #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : 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 59fca914f0dcb060 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 attrDataSem8; +// 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 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -165,7 +190,7 @@ PV1f.w = R123f.w; R7f.z = PV1f.w; R7f.w = PV1f.z; // export -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); // export passParameterSem138 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Resolutions/TokyoMirage_Resolution/61b51be479ffa5dc_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/61b51be479ffa5dc_0000000000000000_vs.txt index db10e19e..fa6d14fb 100644 --- a/Resolutions/TokyoMirage_Resolution/61b51be479ffa5dc_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/61b51be479ffa5dc_0000000000000000_vs.txt @@ -1,15 +1,38 @@ #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : 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 61b51be479ffa5dc //text aspect const float UI = $UIAspectX; const float UIY = $UIAspectY; +#ifdef VULKAN +layout(set = 0, binding = 0) uniform ufBlock +{ uniform ivec4 uf_remappedVS[4]; -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem3; -layout(location = 2) in uvec4 attrDataSem8; +}; +#else +uniform ivec4 uf_remappedVS[4]; +#endif +ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3; +ATTR_LAYOUT(0, 2) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -104,7 +127,7 @@ R5i.x = ((R127i.y == 0)?(R2i.x):(R2i.x)); R5i.y = ((R127i.y == 0)?(R2i.y):(R2i.y)); R4i.z = ((R127i.y == 0)?(R1i.z):(R1i.z)); // export -gl_Position = vec4(intBitsToFloat(R0i.x)*UI, intBitsToFloat(R0i.y)*UIY, intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); +SET_POSITION(vec4(intBitsToFloat(R0i.x)*UI, intBitsToFloat(R0i.y)*UIY, intBitsToFloat(R0i.z), intBitsToFloat(R0i.w))); // export passParameterSem131 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); // export diff --git a/Resolutions/TokyoMirage_Resolution/88ae6940d510eea5_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/88ae6940d510eea5_0000000000000000_vs.txt index 2fd63aa2..f48f46cb 100644 --- a/Resolutions/TokyoMirage_Resolution/88ae6940d510eea5_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/88ae6940d510eea5_0000000000000000_vs.txt @@ -1,14 +1,39 @@ #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : 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 88ae6940d510eea5 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 attrDataSem8; +// 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 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -65,7 +90,7 @@ R2f.w = R2f.y + PV0f.w; R2f.z = PV0f.x; PS1f = R2f.z; // export -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); // export passParameterSem136 = vec4(R0f.x, R0f.y, R0f.z, R0f.y); // export diff --git a/Resolutions/TokyoMirage_Resolution/8cdd68cf2a074404_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/8cdd68cf2a074404_0000000000000000_vs.txt index c318ef9c..8b88abcf 100644 --- a/Resolutions/TokyoMirage_Resolution/8cdd68cf2a074404_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/8cdd68cf2a074404_0000000000000000_vs.txt @@ -1,14 +1,39 @@ #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : 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 8cdd68cf2a074404 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 attrDataSem8; +// 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 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -130,7 +155,7 @@ PV1f.y = R123f.y; R2f.z = PV1f.y; 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 passParameterSem140 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Resolutions/TokyoMirage_Resolution/94986f08df872394_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/94986f08df872394_0000000000000000_vs.txt index f5d9c23a..e7c1f3cf 100644 --- a/Resolutions/TokyoMirage_Resolution/94986f08df872394_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/94986f08df872394_0000000000000000_vs.txt @@ -1,16 +1,39 @@ #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : 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 94986f08df872394 //gui aspect const float UI = $UIAspectX; const float UIY = $UIAspectY; +#ifdef VULKAN +layout(set = 0, binding = 0) uniform ufBlock +{ uniform ivec4 uf_remappedVS[9]; -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem3; -layout(location = 2) in uvec4 attrDataSem8; +}; +#else +uniform ivec4 uf_remappedVS[9]; +#endif +ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3; +ATTR_LAYOUT(0, 2) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -126,7 +149,7 @@ R1f.y = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedVS[8].y)); R1f.z = mul_nonIEEE(backupReg2f, intBitsToFloat(uf_remappedVS[8].z)); R1f.w = mul_nonIEEE(backupReg3f, intBitsToFloat(uf_remappedVS[8].w)); // export -gl_Position = vec4(R2f.x*UI, R2f.y*UIY, R2f.z, R2f.w); +SET_POSITION(vec4(R2f.x*UI, R2f.y*UIY, R2f.z, R2f.w)); // export passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export diff --git a/Resolutions/TokyoMirage_Resolution/aae570d2455724bc_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/aae570d2455724bc_0000000000000000_vs.txt index 1f4685f7..dc00c20b 100644 --- a/Resolutions/TokyoMirage_Resolution/aae570d2455724bc_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/aae570d2455724bc_0000000000000000_vs.txt @@ -1,15 +1,38 @@ #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : 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 aae570d2455724bc //BG fx const float UI = $UIAspectX; const float UIY = $UIAspectY; +#ifdef VULKAN +layout(set = 0, binding = 0) uniform ufBlock +{ uniform ivec4 uf_remappedVS[9]; -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem3; -layout(location = 2) in uvec4 attrDataSem8; +}; +#else +uniform ivec4 uf_remappedVS[9]; +#endif +ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3; +ATTR_LAYOUT(0, 2) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -134,7 +157,7 @@ PS0f = R3f.z; // 9 R3f.w = R127f.x; // export -gl_Position = vec4(R2f.x*UI, R2f.y*UIY, R2f.z, R2f.w); +SET_POSITION(vec4(R2f.x*UI, R2f.y*UIY, R2f.z, R2f.w)); // export passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export diff --git a/Resolutions/TokyoMirage_Resolution/b181218b85619285_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/b181218b85619285_0000000000000000_vs.txt index 0282e187..3c196b54 100644 --- a/Resolutions/TokyoMirage_Resolution/b181218b85619285_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/b181218b85619285_0000000000000000_vs.txt @@ -1,14 +1,39 @@ #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : 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 b181218b85619285 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 attrDataSem8; +// 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 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -112,7 +137,7 @@ PV1f.y = R123f.y; R2f.z = PV1f.y; 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 passParameterSem139 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Resolutions/TokyoMirage_Resolution/dda6656146476243_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/dda6656146476243_0000000000000000_vs.txt index 4e531608..7b325db3 100644 --- a/Resolutions/TokyoMirage_Resolution/dda6656146476243_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/dda6656146476243_0000000000000000_vs.txt @@ -1,14 +1,37 @@ #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : 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 dda6656146476243 //Video aspect const float UI = $UIAspectX; const float UIY = $UIAspectY; +#ifdef VULKAN +layout(set = 0, binding = 0) uniform ufBlock +{ uniform ivec4 uf_remappedVS[5]; -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem8; +}; +#else +uniform ivec4 uf_remappedVS[5]; +#endif +ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -87,7 +110,7 @@ R0f.w = tempf.x; R1f.xyz = vec3(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z)); R1f.w = intBitsToFloat(uf_remappedVS[4].w); // export -gl_Position = vec4(R0f.x*UI, R0f.y*UIY, R0f.z, R0f.w); +SET_POSITION(vec4(R0f.x*UI, R0f.y*UIY, R0f.z, R0f.w)); // export passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export diff --git a/Resolutions/TokyoMirage_Resolution/rules.txt b/Resolutions/TokyoMirage_Resolution/rules.txt index 1bca4820..c79832bd 100644 --- a/Resolutions/TokyoMirage_Resolution/rules.txt +++ b/Resolutions/TokyoMirage_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101ED700,00050000101ED800,0005000010131D00 name = Resolution path = "Tokyo Mirage Sessions FE/Graphics/Resolution" description = Changes the resolution of the game. Made by getdls. -version = 3 +version = 4 [Preset] name = 1280x720 (Default) diff --git a/docs/_data/GameTitles.yml b/docs/_data/GameTitles.yml index 0a224104..dfe9eb1c 100644 --- a/docs/_data/GameTitles.yml +++ b/docs/_data/GameTitles.yml @@ -388,7 +388,7 @@ "Tokyo Mirage Sessions ♯FE": nativeRes: 720 compatLink: "http://compat.cemu.info/wiki/Tokyo_Mirage_Sessions_#FE" - version: 3 + version: 4 hasUltrawide: true "Turbo: Super Stunt Squad": nativeRes: 720