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Add Exzap's grass workaround for BotW Vulkan
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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 7fb9a62472e80c0f
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// usesIntegerValues: false
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// special state 0 0 0 0 0 0 0 0 0
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// Color buffers:
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// Color0: 64543x15 at 0x42a99800 fmt 001a tm 4
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// Color1: 2055x0 at 0x3d112e00 fmt 0820 tm 1
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// Color2: 31823x57 at 0xf5593000 fmt 0816 tm 4
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// Color3: 31823x57 at 0xf5593000 fmt 0816 tm 4
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// Color4: 31823x57 at 0xf5846000 fmt 0001 tm 4
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// Color5: 31823x57 at 0xf528a800 fmt 001a tm 4
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// Color6: 0x0 at 0x3cda7100 fmt 0816 tm 3
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// Color7: 64671x224 at 0xf4e91800 fmt 0806 tm 4
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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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[1];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[1];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) noperspective in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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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 R123f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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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 = passParameterSem0;
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R0f.xy = (texture(textureUnitPS0, R0f.xy).xy); // TEX_INST_SAMPLE OffsetXYZ 00 00 00
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// emulate border color (0.5,0.5,0.5,0.5)
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if(R0f.x <= 0.0 || R0f.x >= 1.0 || R0f.y <= 0.0 || R0f.y >= 1.0 )
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R0f.xy = vec2(0.5);
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// 0
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R127f.z = (R0f.y * 2.0 + -(1.0));
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PV0f.z = R127f.z;
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R123f.w = (R0f.x * 2.0 + -(1.0));
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PV0f.w = R123f.w;
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// 1
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PV1f.x = mul_nonIEEE(-(PV0f.z), intBitsToFloat(uf_remappedPS[0].z));
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PV1f.x = clamp(PV1f.x, 0.0, 1.0);
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PV1f.y = mul_nonIEEE(-(PV0f.w), intBitsToFloat(uf_remappedPS[0].z));
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PV1f.y = clamp(PV1f.y, 0.0, 1.0);
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R0f.x = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].z));
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R0f.x = clamp(R0f.x, 0.0, 1.0);
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PS1f = R0f.x;
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// 2
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R0f.y = mul_nonIEEE(R127f.z, intBitsToFloat(uf_remappedPS[0].z));
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R0f.y = clamp(R0f.y, 0.0, 1.0);
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R0f.z = PV1f.y;
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R0f.w = PV1f.x;
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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7
Workarounds/BreathOfTheWild_GrassWorkaround/rules.txt
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7
Workarounds/BreathOfTheWild_GrassWorkaround/rules.txt
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[Definition]
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = Grass Swaying workaround for Vulkan backend
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path = "The Legend of Zelda: Breath of the Wild/Workarounds/Grass Swaying (Vulkan)"
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description = Workaround pack for a Vulkan limitation. Fixes some grass swaying incorrectly in the distance.
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rendererFilter = vulkan
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version = 4
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