[BotW] Fixes for updated Vulkan graphic packs

Should fix the native anti-aliasing preset most importantly, but since I ported all of the packs now the script "watermark" is at least a proper sentence, heh.

Also, I fixed the porting scripts. Basically, there were a bug in the verification script that wouldn't check if the uf_* variables matched and the conversion script also had a fun bug where it wasn't automatically fixing an incorrect order of the uf_* variables. So that basically made both of them slip through. Both are now fixed however.

Don't know if it's needed to check the previously ported graphic packs to see if the error affected those, but it might not hurt.
This commit is contained in:
Crementif 2020-01-05 04:16:42 +01:00
parent d9c8905e1d
commit 3d492aa656
No known key found for this signature in database
GPG Key ID: 11A98E7DE0412B33
143 changed files with 160 additions and 155 deletions

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 15afdae4307b9a3d // shader 15afdae4307b9a3d
// Used for: Vertical Ambient-Occlusion Blur // Used for: Vertical Ambient-Occlusion Blur

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader e06e20b2efe87a84 // shader e06e20b2efe87a84
// Used for: Horizontal Ambient-Occlusion Blur // Used for: Horizontal Ambient-Occlusion Blur

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader cb0e6e8cbec4502a // shader cb0e6e8cbec4502a
// DoF blur effect - Battle, Camera, Scope // DoF blur effect - Battle, Camera, Scope

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@ -15,17 +15,17 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
#ifdef VULKAN #ifdef VULKAN
layout(set = 1, binding = 2) uniform ufBlock layout(set = 1, binding = 2) uniform ufBlock
{ {
uniform vec4 uf_fragCoordScale;
uniform ivec4 uf_remappedPS[2]; uniform ivec4 uf_remappedPS[2];
uniform vec4 uf_fragCoordScale;
}; };
#else #else
uniform vec2 uf_fragCoordScale;
uniform ivec4 uf_remappedPS[2]; uniform ivec4 uf_remappedPS[2];
uniform vec2 uf_fragCoordScale;
#endif #endif
// shader 0f2b9ee517917425 - dumped 1.15 // shader 0f2b9ee517917425 - dumped 1.15
// Used for: Removing/Restoring the native BotW Anti-Aliasing implementation to link in inventory screen // Used for: Removing/Restoring the native BotW Anti-Aliasing implementation to link in inventory screen

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@ -15,17 +15,17 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
#ifdef VULKAN #ifdef VULKAN
layout(set = 1, binding = 2) uniform ufBlock layout(set = 1, binding = 2) uniform ufBlock
{ {
uniform vec4 uf_fragCoordScale;
uniform ivec4 uf_remappedPS[4]; uniform ivec4 uf_remappedPS[4];
uniform vec4 uf_fragCoordScale;
}; };
#else #else
uniform vec2 uf_fragCoordScale;
uniform ivec4 uf_remappedPS[4]; uniform ivec4 uf_remappedPS[4];
uniform vec2 uf_fragCoordScale;
#endif #endif
// shader f14bb57cd5c9cb77 - dumped 1.15 // shader f14bb57cd5c9cb77 - dumped 1.15
// Used for: Removing/Restoring the native BotW World Anti-Aliasing Implementation // Used for: Removing/Restoring the native BotW World Anti-Aliasing Implementation

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 49ce4bf04a654e80 // shader 49ce4bf04a654e80
// ReflExtra - Enhanced Reflections // ReflExtra - Enhanced Reflections

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 8ff2cf86e789335f // shader 8ff2cf86e789335f
// ReflExtra - Enhanced Reflections // ReflExtra - Enhanced Reflections

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 22c410044398c7af // shader 22c410044398c7af
// Fixed radius blur // Fixed radius blur

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 2a2f55a2b2d64474 // shader 2a2f55a2b2d64474
// Fixed radius blur // Fixed radius blur

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 88133ee405eaae28 // shader 88133ee405eaae28
// Shadow 2x2 box blur fix // Shadow 2x2 box blur fix

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader ffe0e8c84f6e8da9 // shader ffe0e8c84f6e8da9
// Shadow 2x2 box blur fix // Shadow 2x2 box blur fix

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 6fa2baef8a4ece42 // shader 6fa2baef8a4ece42
// Divine Laser Beams Customizer - rings // Divine Laser Beams Customizer - rings

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader de960d36a997b34d // shader de960d36a997b34d
// Divine Laser Beams Customizer - beams // Divine Laser Beams Customizer - beams

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 0453fb7ad9cc0f79 // shader 0453fb7ad9cc0f79
// Bomb - explosion sphere // Bomb - explosion sphere

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 097eac672c26b4a4 // shader 097eac672c26b4a4
// Shrine - ending field shatter particles 2 // Shrine - ending field shatter particles 2

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 0ce5fca5c70640d1 // shader 0ce5fca5c70640d1
// Electric arc // Electric arc

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 12fe44a2273b452c // shader 12fe44a2273b452c
// Shrine - elevator pass through field // Shrine - elevator pass through field

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 146164991e2929e2 // shader 146164991e2929e2
// Shrine - volumetric light // Shrine - volumetric light

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 14f5a7cf99f2904a // shader 14f5a7cf99f2904a
// Shrine - laser beam // Shrine - laser beam

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 15e2d4f74a5e8445 // shader 15e2d4f74a5e8445
// Bomb - explosion first sphere // Bomb - explosion first sphere

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 1dd8be9054c94f4e // shader 1dd8be9054c94f4e
// Shrine - activation circle // Shrine - activation circle

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 233a000439032e75 // shader 233a000439032e75
// Bomb - explosion circle // Bomb - explosion circle

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 266a0d760fe1ddfc // shader 266a0d760fe1ddfc
// Shrine - elevator base // Shrine - elevator base

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 2a045e62b99640b5 // shader 2a045e62b99640b5
// Shrine of Resurrection - walls // Shrine of Resurrection - walls

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 2a87149b7154c69d // shader 2a87149b7154c69d
// Bomb - smoke // Bomb - smoke

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 2f64af19b1835ab0 // shader 2f64af19b1835ab0
// Shrine - ending particles // Shrine - ending particles

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 319e60116b59ceec // shader 319e60116b59ceec
// Sheikah Tower - active // Sheikah Tower - active

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 38d70ed9280bb3bc // shader 38d70ed9280bb3bc
// Bloom color cast // Bloom color cast

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 3d383d2d61500c9c // shader 3d383d2d61500c9c
// Sheikah Tower - middle structure above control panel // Sheikah Tower - middle structure above control panel

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 42c9208b54ad72ca // shader 42c9208b54ad72ca
// Guardian scout fire debris // Guardian scout fire debris

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 458dd826bd589332 // shader 458dd826bd589332
// Hateno fire - glow // Hateno fire - glow

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 48a94cda336d2976 // shader 48a94cda336d2976
// Hateno fire - horizontal flare // Hateno fire - horizontal flare

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 4af8a4670205be4c // shader 4af8a4670205be4c
// Shrine - laser beam glow // Shrine - laser beam glow

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 4bdac25bb98f5804 // shader 4bdac25bb98f5804
// Hateno fire // Hateno fire

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 5219277e990fe5ba // shader 5219277e990fe5ba
// Bomb - horizontal appearance effect // Bomb - horizontal appearance effect

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 5b04d28f319a1d6d // shader 5b04d28f319a1d6d
// Bomb // Bomb

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 5b9b7727ca24e22b // shader 5b9b7727ca24e22b
// Shrine - ending field 2 // Shrine - ending field 2

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 5f4e60117b59cf65 // shader 5f4e60117b59cf65
// Sheikah Tower - inactive + Shrine // Sheikah Tower - inactive + Shrine

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 603d7ad06d86617e // shader 603d7ad06d86617e
// Teleportation - part 2 // Teleportation - part 2

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 6240983542445009 // shader 6240983542445009
// Shrine - bulbs // Shrine - bulbs

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 64342503518ca97a // shader 64342503518ca97a
// Shrine - ending // Shrine - ending

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 6832b00344c32a71 // shader 6832b00344c32a71
// Shrine - ending back wall // Shrine - ending back wall

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 687da8c1b555b262 // shader 687da8c1b555b262
// Bomb - explosion sphere + distorsion // Bomb - explosion sphere + distorsion

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 68aa37ce58db094d // shader 68aa37ce58db094d
// Bomb - appear effect center // Bomb - appear effect center

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 70a79265ab7d498a // shader 70a79265ab7d498a
// Electric balls // Electric balls

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 70d96b85a0ce93ef // shader 70d96b85a0ce93ef
// Shrine - ending - field shatter effect particle // Shrine - ending - field shatter effect particle

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 751393d6cbcd0c76 // shader 751393d6cbcd0c76
// Shrine - walls 2 // Shrine - walls 2

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 80b87385a0d2942f // shader 80b87385a0d2942f
// Bomp - appear effect circle 2 // Bomp - appear effect circle 2

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 81adf9797e4661a7 // shader 81adf9797e4661a7
// Shrine - ending glowing wall // Shrine - ending glowing wall

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 8438998c284fe428 // shader 8438998c284fe428
// Shrine - elevator particles 2 // Shrine - elevator particles 2

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 87790fa17c847fea // shader 87790fa17c847fea
// Shrine - elevator field + distortion // Shrine - elevator field + distortion

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 8798144a6f066e7c // shader 8798144a6f066e7c
// Shrine - ending field 3 // Shrine - ending field 3

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 87babe7569572ff5 // shader 87babe7569572ff5
// Bomb - trails 1 // Bomb - trails 1

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 8836c3a20b053cf0 // shader 8836c3a20b053cf0
// Shrine - vertical lines field // Shrine - vertical lines field

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 8d0a18894dd0c9cb // shader 8d0a18894dd0c9cb
// Shrine - ending field 1 // Shrine - ending field 1

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 8e9e804a3cd384c3 // shader 8e9e804a3cd384c3
// Shrine lights, volcano path lights, generic lights, electric balls - reflection pass // Shrine lights, volcano path lights, generic lights, electric balls - reflection pass

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 8fe014235f134ac1 // shader 8fe014235f134ac1
// Shrine - generic particles // Shrine - generic particles

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 99122c964b6a1a19 // shader 99122c964b6a1a19
// Shrine - elevator reflection pass // Shrine - elevator reflection pass

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 99fc7f42b65ca284 // shader 99fc7f42b65ca284
// Shrine - elevator // Shrine - elevator

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 9aacad682248145f // shader 9aacad682248145f
// Teleportation - part 1 // Teleportation - part 1

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 9c9c75d87bb9b4ef // shader 9c9c75d87bb9b4ef
// Shrine - ceiling decorations // Shrine - ceiling decorations

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader a02a462f9ba59f2e // shader a02a462f9ba59f2e
// Sheikah Tower - inactive - middle part // Sheikah Tower - inactive - middle part

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader a11251f0bffe8631 // shader a11251f0bffe8631
// Shrine - elevator particles 3 // Shrine - elevator particles 3

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader a54bdb88a57b9be9 // shader a54bdb88a57b9be9
// Bomb - explosion particles 1 // Bomb - explosion particles 1

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader a6ea718e4c60e157 // shader a6ea718e4c60e157
// Bomb - trails 2 // Bomb - trails 2

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader a6eb708e4b616557 // shader a6eb708e4b616557
// Bomb - explosion particles 2 // Bomb - explosion particles 2

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader a95fbb49ae2c8f46 // shader a95fbb49ae2c8f46
// Guardian scout fire // Guardian scout fire

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader b2cf5924b04ea6a4 // shader b2cf5924b04ea6a4
// Shrine - metal chests // Shrine - metal chests

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader b2e1c9ce2f160aab // shader b2e1c9ce2f160aab
// Shrine of Resurrection - lights // Shrine of Resurrection - lights

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader b5b53042daaad65c // shader b5b53042daaad65c
// Shrine - elements // Shrine - elements

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader bc9529a682410603 // shader bc9529a682410603
// Divine Beasts + Stones near Castle // Divine Beasts + Stones near Castle

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader beb15cab79e5ca5d // shader beb15cab79e5ca5d
// Shrine - ending Sheikah logo + Hateno fire flare // Shrine - ending Sheikah logo + Hateno fire flare

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader bee298edc2f7e315 // shader bee298edc2f7e315
// Sheikah Tower - control panel // Sheikah Tower - control panel

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader bf72a1fd35401be2 // shader bf72a1fd35401be2
// Shrine - lower elements // Shrine - lower elements

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader c36b10f0e410def8 // shader c36b10f0e410def8
// Guardian scout fire 2 // Guardian scout fire 2

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader cb27783c5e10df0e // shader cb27783c5e10df0e
// Shrine - elevator field 2 // Shrine - elevator field 2

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader cc9529ae1a492d03 // shader cc9529ae1a492d03
// Shrine - chests // Shrine - chests

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader cd1eba6802df67f7 // shader cd1eba6802df67f7
// Shrine - ceiling // Shrine - ceiling

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader ce76f7a67517c0b2 // shader ce76f7a67517c0b2
// Shrine - top part // Shrine - top part

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader cf2e9b7aab93e342 // shader cf2e9b7aab93e342
// Sheikah Tower - inactive, reflection pass // Sheikah Tower - inactive, reflection pass

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader d178de668517df1e // shader d178de668517df1e
// Shrine - entrance top // Shrine - entrance top

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader d3ac3a61f7749326 // shader d3ac3a61f7749326
// Hateno fire particles // Hateno fire particles

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader d48de6ada1e9ad03 // shader d48de6ada1e9ad03
// Sheikah Towers - active - top part // Sheikah Towers - active - top part

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader db8bc69330c08206 // shader db8bc69330c08206
// Shrine - elevator particles 1 // Shrine - elevator particles 1

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader e53233e53de8434f // shader e53233e53de8434f
// Bomb - debris // Bomb - debris

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader e95d54571be1c0a9 // shader e95d54571be1c0a9
// Shrine - balls, reflection pass // Shrine - balls, reflection pass

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader f62be0d03546ec39 // shader f62be0d03546ec39
// Guardian scout fire 1 // Guardian scout fire 1

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader fb135efcb4540fb1 // shader fb135efcb4540fb1
// Shrine - wall decoration // Shrine - wall decoration

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 37b9100c1310d3bb // shader 37b9100c1310d3bb
// PRO+ hud v2 // PRO+ hud v2

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 4d58e6f0906ff5cf // shader 4d58e6f0906ff5cf
// PRO+ hud v2 // PRO+ hud v2

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 75faf095372864b1 // shader 75faf095372864b1
// PRO+ hud v2 // PRO+ hud v2

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader b88c6020a8b17332 // shader b88c6020a8b17332
// PRO+ hud v2 // PRO+ hud v2

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader f56fcbd319ceba00 // shader f56fcbd319ceba00
// PRO+ hud v2 // PRO+ hud v2

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader f7ba548c1fefe24a // shader f7ba548c1fefe24a
// PRO+ hud v2 // PRO+ hud v2

View File

@ -23,7 +23,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
const float resScale = $height/720.0; const float resScale = $height/720.0;

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 01bef64ec0cccd53 // shader 01bef64ec0cccd53
// Used for: Fixing clouds in non-updated versions // Used for: Fixing clouds in non-updated versions

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 0b9b8f5dfa16ad58 // shader 0b9b8f5dfa16ad58
// Used For: Horizontal Menu Blur // Used For: Horizontal Menu Blur

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@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 0bcd653c18367d59 // shader 0bcd653c18367d59
// Used for: Restoring the native BotW Anti-Aliasing implementation // Used for: Restoring the native BotW Anti-Aliasing implementation

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 0d6127fbed646d2b // shader 0d6127fbed646d2b
// Used for: Fixing Ambient-Occlusion // Used for: Fixing Ambient-Occlusion

View File

@ -15,7 +15,7 @@
#define SET_POSITION(_v) gl_Position = _v #define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu. // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 0f2b9ee517917425 - dumped cemu 1.15 // shader 0f2b9ee517917425 - dumped cemu 1.15
// Used for: Restoring the native BotW Anti-Aliasing implementation in inventory screen // Used for: Restoring the native BotW Anti-Aliasing implementation in inventory screen

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