From 3e0c7c30cd5521b54d922e15fd7b815e32f8443b Mon Sep 17 00:00:00 2001 From: RedHalted <64046507+RedHalted@users.noreply.github.com> Date: Sun, 24 May 2020 09:42:00 -0300 Subject: [PATCH] [Paper Mario: CS] Add cutout mode workaround Credits to @RedHalted for making this workaround pack! --- .../f98d1c67b6e7d097_0000000000000000_vs.txt | 106 ++++++++++++++++++ .../rules.txt | 6 + 2 files changed, 112 insertions(+) create mode 100644 Workarounds/ColorSplash_InvisibleCharactersCutoutMode/f98d1c67b6e7d097_0000000000000000_vs.txt create mode 100644 Workarounds/ColorSplash_InvisibleCharactersCutoutMode/rules.txt diff --git a/Workarounds/ColorSplash_InvisibleCharactersCutoutMode/f98d1c67b6e7d097_0000000000000000_vs.txt b/Workarounds/ColorSplash_InvisibleCharactersCutoutMode/f98d1c67b6e7d097_0000000000000000_vs.txt new file mode 100644 index 00000000..92af79c1 --- /dev/null +++ b/Workarounds/ColorSplash_InvisibleCharactersCutoutMode/f98d1c67b6e7d097_0000000000000000_vs.txt @@ -0,0 +1,106 @@ +#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); +} diff --git a/Workarounds/ColorSplash_InvisibleCharactersCutoutMode/rules.txt b/Workarounds/ColorSplash_InvisibleCharactersCutoutMode/rules.txt new file mode 100644 index 00000000..5a0aca0e --- /dev/null +++ b/Workarounds/ColorSplash_InvisibleCharactersCutoutMode/rules.txt @@ -0,0 +1,6 @@ +[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