diff --git a/src/BreathOfTheWild/Workarounds/GrassWorkaround/7fb9a62472e80c0f_0000000000000079_ps.txt b/src/BreathOfTheWild/Workarounds/GrassWorkaround/7fb9a62472e80c0f_0000000000000079_ps.txt new file mode 100644 index 00000000..353ae5a5 --- /dev/null +++ b/src/BreathOfTheWild/Workarounds/GrassWorkaround/7fb9a62472e80c0f_0000000000000079_ps.txt @@ -0,0 +1,95 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 7fb9a62472e80c0f +// Used for: Fixing grass flattening when VK_EXT_custom_border_color isn't supported by the driver + +// usesIntegerValues: false +// special state 0 0 0 0 0 0 0 0 0 +// Color buffers: +// Color0: 64543x15 at 0x42a99800 fmt 001a tm 4 +// Color1: 2055x0 at 0x3d112e00 fmt 0820 tm 1 +// Color2: 31823x57 at 0xf5593000 fmt 0816 tm 4 +// Color3: 31823x57 at 0xf5593000 fmt 0816 tm 4 +// Color4: 31823x57 at 0xf5846000 fmt 0001 tm 4 +// Color5: 31823x57 at 0xf528a800 fmt 001a tm 4 +// Color6: 0x0 at 0x3cda7100 fmt 0816 tm 3 +// Color7: 64671x224 at 0xf4e91800 fmt 0806 tm 4 +// 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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[1]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[1]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(location = 0) noperspective in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +// 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 R123f = vec4(0.0); +vec4 R127f = vec4(0.0); +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 = passParameterSem0; +R0f.xy = (texture(textureUnitPS0, R0f.xy).xy); // TEX_INST_SAMPLE OffsetXYZ 00 00 00 + +// emulate border color (0.5,0.5,0.5,0.5) +if(R0f.x <= 0.0 || R0f.x >= 1.0 || R0f.y <= 0.0 || R0f.y >= 1.0 ) + R0f.xy = vec2(0.5); + +// 0 +R127f.z = (R0f.y * 2.0 + -(1.0)); +PV0f.z = R127f.z; +R123f.w = (R0f.x * 2.0 + -(1.0)); +PV0f.w = R123f.w; +// 1 +PV1f.x = mul_nonIEEE(-(PV0f.z), intBitsToFloat(uf_remappedPS[0].z)); +PV1f.x = clamp(PV1f.x, 0.0, 1.0); +PV1f.y = mul_nonIEEE(-(PV0f.w), intBitsToFloat(uf_remappedPS[0].z)); +PV1f.y = clamp(PV1f.y, 0.0, 1.0); +R0f.x = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].z)); +R0f.x = clamp(R0f.x, 0.0, 1.0); +PS1f = R0f.x; +// 2 +R0f.y = mul_nonIEEE(R127f.z, intBitsToFloat(uf_remappedPS[0].z)); +R0f.y = clamp(R0f.y, 0.0, 1.0); +R0f.z = PV1f.y; +R0f.w = PV1f.x; +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/src/BreathOfTheWild/Workarounds/GrassWorkaround/rules.txt b/src/BreathOfTheWild/Workarounds/GrassWorkaround/rules.txt new file mode 100644 index 00000000..5b56ad5e --- /dev/null +++ b/src/BreathOfTheWild/Workarounds/GrassWorkaround/rules.txt @@ -0,0 +1,8 @@ +[Definition] +titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 +name = Grass Swaying Workaround For AMD's Vulkan Drivers +path = "The Legend of Zelda: Breath of the Wild/Workarounds/Grass Swaying (Vulkan)" +description = Fixes some grass swaying incorrectly in the distance when a Vulkan extension is missing.|If you experience this issue while having an Intel/Nvidia GPU you should update your drivers.||Made by Exzap. +rendererFilter = vulkan +vendorFilter = amd +version = 6