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https://github.com/cemu-project/cemu_graphic_packs.git
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[Paper Mario: CS] Add cutout mode workaround
Credits to @RedHalted for making this workaround pack!
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#version 430
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader f98d1c67b6e7d097
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#endif
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[1];
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};
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#else
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uniform ivec4 uf_remappedVS[1];
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#endif
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
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ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
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ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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layout(location = 2) out vec4 passParameterSem2;
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layout(location = 1) out vec4 passParameterSem1;
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layout(location = 0) out vec4 passParameterSem0;
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layout(location = 3) out vec4 passParameterSem3;
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// end of shader inputs/outputs
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0);
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
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attrDecoder.xyz = attrDataSem2.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R4f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem3.xyzw)/255.0);
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
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// 0
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backupReg0f = R3f.z;
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R0f.x = intBitsToFloat(uf_remappedVS[0].x) * 1.0;
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R0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
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PV0f.z = -(R3f.y);
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PV0f.z *= 2.0;
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PV0f.w = R3f.x;
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PV0f.w *= 2.0;
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R3f.z = backupReg0f;
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PS0f = R3f.z;
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// 1
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R3f.x = PV0f.w + -(1.0);
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R3f.y = PV0f.z + 1.0;
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R0f.z = R4f.x;
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R0f.w = R4f.y;
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// export
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// Fix: Shader z position set to 1
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SET_POSITION(vec4(R3f.x, R3f.y, 1, R3f.w));
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// export
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passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// export
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passParameterSem1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem0 = vec4(R0f.x, R0f.x, R0f.x, R0f.y);
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// export
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passParameterSem3 = vec4(R0f.z, R0f.w, R0f.z, R0f.z);
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}
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[Definition]
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titleIds = 000500001F600900,000500001F600A00,000500001F600B00
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name = "Invisible Characters in Cutout Mode Workaround"
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path = "Paper Mario: Color Splash/Workarounds/Invisible Characters in Cutout Mode"
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description = Fixes the problem of Mario and the flag not rendering during Cutout sequences. Made by RedHalted.
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version = 4
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