diff --git a/Resolutions/KirbyRainbow_WO_flashingSquares/4667735a97db3c53_00000000000000e1_ps.txt b/Resolutions/KirbyRainbow_WO_flashingSquares/4667735a97db3c53_00000000000000e1_ps.txt new file mode 100644 index 00000000..6860d2c7 --- /dev/null +++ b/Resolutions/KirbyRainbow_WO_flashingSquares/4667735a97db3c53_00000000000000e1_ps.txt @@ -0,0 +1,112 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 4667735a97db3c53 +// start of shader inputs/outputs, predetermined by Cemu. Do not touch +//workaround flashing squares / broken alpha +#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 = 2) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[1]; +uniform float uf_alphaTestRef; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[1]; +uniform float uf_alphaTestRef; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +TEXTURE_LAYOUT(3, 1, 1) uniform sampler2D textureUnitPS3; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem3; +layout(location = 2) in vec4 passParameterSem4; +layout(location = 3) in vec4 passParameterSem9; +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 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = 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; +R1f = passParameterSem3; +R2f = passParameterSem4; +R3f = passParameterSem9; +R3f.xw = (texture(textureUnitPS0, R3f.xy).xw); +// 0 +backupReg0f = R0f.w; +R123f.x = (R3f.w * 2.0 + -(1.0)); +PV0f.x = R123f.x; +R123f.y = (R3f.x * 2.0 + -(1.0)); +PV0f.y = R123f.y; +R127f.z = mul_nonIEEE(R1f.w, R3f.w); +PV0f.w = 0.0; +R1f.w = backupReg0f * 1.0; +R1f.w = clamp(R1f.w, 0.0, 1.0); +PS0f = R1f.w; +// 1 +PV1f.x = R2f.w + PV0f.w; +PV1f.z = PV0f.y * intBitsToFloat(0x41c80000); +PV1f.w = PV0f.x * intBitsToFloat(0x41c80000); +// 2 +PV0f.x = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[0].y)); +PV0f.y = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[0].x)); +R127f.w = 1.0 / PV1f.x; +PS0f = R127f.w; +// 3 +PV1f.y = mul_nonIEEE(PV0f.x, R127f.z); +PV1f.w = mul_nonIEEE(PV0f.y, R127f.z); +// 4 +backupReg0f = R0f.w; +PV0f.z = mul_nonIEEE(R0f.w, PV1f.w); +PV0f.w = mul_nonIEEE(backupReg0f, PV1f.y); +// 5 +PV1f.x = R2f.y + PV0f.w; +PV1f.y = R2f.x + PV0f.z; +// 6 +R2f.x = mul_nonIEEE(PV1f.y, R127f.w); +R2f.y = mul_nonIEEE(PV1f.x, R127f.w); +R2f.xyz = (texture(textureUnitPS3, R2f.xy).xyz); +// 0 +R1f.x = mul_nonIEEE(R0f.x, R2f.x); +R1f.y = mul_nonIEEE(R0f.y, R2f.y); +R1f.z = mul_nonIEEE(R0f.z, R2f.z); +// export +if( ((vec4(R1f.x, R1f.y, R1f.z, R1f.w)).a > uf_alphaTestRef) == false) discard; +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0); +//passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Resolutions/KirbyRainbow_WO_flashingSquares/rules.txt b/Resolutions/KirbyRainbow_WO_flashingSquares/rules.txt new file mode 100644 index 00000000..7ec9e74b --- /dev/null +++ b/Resolutions/KirbyRainbow_WO_flashingSquares/rules.txt @@ -0,0 +1,6 @@ +[Definition] +titleIds = 00050000101ABC00,00050000101B5100 +name = Workaround flashing squares +path = "Kirby and the Rainbow Curse & Paintbrush/Workaround/Flashing square fix" +description = Remove flashing squares when bumping into things +version = 4