[Paper Mario: CS] Add cutout mode workaround

Credits to @RedHalted for making this workaround pack!
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RedHalted 2020-05-24 09:42:00 -03:00 committed by GitHub
parent 9d3521b1a2
commit 3e0c7c30cd
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2 changed files with 112 additions and 0 deletions

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#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader f98d1c67b6e7d097
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
#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 gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#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
#endif
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[1];
};
#else
uniform ivec4 uf_remappedVS[1];
#endif
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3;
out gl_PerVertex
{
vec4 gl_Position;
};
layout(location = 2) out vec4 passParameterSem2;
layout(location = 1) out vec4 passParameterSem1;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 3) out vec4 passParameterSem3;
// end of shader inputs/outputs
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0);
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xyz = attrDataSem2.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R4f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem3.xyzw)/255.0);
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
// 0
backupReg0f = R3f.z;
R0f.x = intBitsToFloat(uf_remappedVS[0].x) * 1.0;
R0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
PV0f.z = -(R3f.y);
PV0f.z *= 2.0;
PV0f.w = R3f.x;
PV0f.w *= 2.0;
R3f.z = backupReg0f;
PS0f = R3f.z;
// 1
R3f.x = PV0f.w + -(1.0);
R3f.y = PV0f.z + 1.0;
R0f.z = R4f.x;
R0f.w = R4f.y;
// export
// Fix: Shader z position set to 1
SET_POSITION(vec4(R3f.x, R3f.y, 1, R3f.w));
// export
passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.x, R0f.x, R0f.y);
// export
passParameterSem3 = vec4(R0f.z, R0f.w, R0f.z, R0f.z);
}

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[Definition]
titleIds = 000500001F600900,000500001F600A00,000500001F600B00
name = "Invisible Characters in Cutout Mode Workaround"
path = "Paper Mario: Color Splash/Workarounds/Invisible Characters in Cutout Mode"
description = Fixes the problem of Mario and the flag not rendering during Cutout sequences. Made by RedHalted.
version = 4