From 5f1f8c5d4bf3995020bc8f2be49bd1b493cc06bf Mon Sep 17 00:00:00 2001 From: M&M Date: Mon, 1 Feb 2021 14:01:32 -0800 Subject: [PATCH] [Sonic Lost World] fix Ultrawide packs, add disable tonemapping pack Might turn tonemapping pack into a patch variant at some point --- ... 2fc311c50a4dc0cc_0000000000000000_vs.txt} | 24 ++-- ... 384f98693cb9e56d_0000000000000000_vs.txt} | 24 ++-- ... 384f98696d1a276d_0000000000000000_vs.txt} | 24 ++-- ... 3952c3a52c87c267_0000000000000000_vs.txt} | 25 ++-- .../419dbf0c732a4fe2_0000000000000000_vs.txt | 131 ------------------ .../419dbf0c732a51e2_0000000000000000_vs.txt | 131 ------------------ ... 419dbf0ca38aa719_0000000000000000_vs.txt} | 24 ++-- .../1adfa527e4ea7f40_0000000000001e49_ps.txt | 89 ++++++++++++ .../3c6c7691f6e2f2e4_0000000000001e49_ps.txt | 78 +++++++++++ .../4fab679c75795f90_00000000000003c9_ps.txt | 64 +++++++++ .../rules.txt | 6 + 11 files changed, 285 insertions(+), 335 deletions(-) rename Resolutions/SonicLostWorld_Resolution/{2fc311c50a4dab95_0000000000000000_vs.txt => 2fc311c50a4dc0cc_0000000000000000_vs.txt} (90%) rename Resolutions/SonicLostWorld_Resolution/{384f98693cb9d036_0000000000000000_vs.txt => 384f98693cb9e56d_0000000000000000_vs.txt} (87%) rename Resolutions/SonicLostWorld_Resolution/{384f98696d1a1236_0000000000000000_vs.txt => 384f98696d1a276d_0000000000000000_vs.txt} (87%) rename Resolutions/SonicLostWorld_Resolution/{3952c3a52c87ad30_0000000000000000_vs.txt => 3952c3a52c87c267_0000000000000000_vs.txt} (83%) delete mode 100644 Resolutions/SonicLostWorld_Resolution/419dbf0c732a4fe2_0000000000000000_vs.txt delete mode 100644 Resolutions/SonicLostWorld_Resolution/419dbf0c732a51e2_0000000000000000_vs.txt rename Resolutions/SonicLostWorld_Resolution/{419dbf0ca38a91e2_0000000000000000_vs.txt => 419dbf0ca38aa719_0000000000000000_vs.txt} (85%) create mode 100644 Workarounds/SonicLostWorld_DisableTonemapping/1adfa527e4ea7f40_0000000000001e49_ps.txt create mode 100644 Workarounds/SonicLostWorld_DisableTonemapping/3c6c7691f6e2f2e4_0000000000001e49_ps.txt create mode 100644 Workarounds/SonicLostWorld_DisableTonemapping/4fab679c75795f90_00000000000003c9_ps.txt create mode 100644 Workarounds/SonicLostWorld_DisableTonemapping/rules.txt diff --git a/Resolutions/SonicLostWorld_Resolution/2fc311c50a4dab95_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/2fc311c50a4dc0cc_0000000000000000_vs.txt similarity index 90% rename from Resolutions/SonicLostWorld_Resolution/2fc311c50a4dab95_0000000000000000_vs.txt rename to Resolutions/SonicLostWorld_Resolution/2fc311c50a4dc0cc_0000000000000000_vs.txt index 6b773a9e..529e3379 100644 --- a/Resolutions/SonicLostWorld_Resolution/2fc311c50a4dab95_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/2fc311c50a4dc0cc_0000000000000000_vs.txt @@ -1,38 +1,32 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable +// shader 2fc311c50a4dc0cc +const float origRatio = float($gameWidth)/float($gameHeight); +const float newRatio = float($width)/float($height); +const float arScale = origRatio/newRatio; +// 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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #define gl_VertexID gl_VertexIndex #define gl_InstanceID gl_InstanceIndex +#define SET_POSITION(_v) gl_Position = _v #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 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 2fc311c50a4dab95 -// text shader 1 -const float origRatio = float($gameWidth)/float($gameHeight); -const float newRatio = float($width)/float($height); #ifdef VULKAN layout(set = 0, binding = 0) uniform ufBlock { uniform ivec4 uf_remappedVS[9]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 }; #else uniform ivec4 uf_remappedVS[9]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 #endif -// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3; ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4; @@ -41,10 +35,10 @@ ATTR_LAYOUT(0, 4) in uvec4 attrDataSem9; out gl_PerVertex { vec4 gl_Position; - float gl_PointSize; }; layout(location = 0) out vec4 passParameterSem131; layout(location = 1) out vec4 passParameterSem136; +// end of shader inputs/outputs int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -172,7 +166,7 @@ R1f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].z), backupReg0f); R1f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].w), backupReg1f); R1f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].x), backupReg2f); // export -SET_POSITION(vec4(R5f.x*(origRatio/newRatio), R5f.y, R5f.z, R5f.w)); +SET_POSITION(vec4(R5f.x*arScale, R5f.y, R5f.z, R5f.w)); // export passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export diff --git a/Resolutions/SonicLostWorld_Resolution/384f98693cb9d036_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/384f98693cb9e56d_0000000000000000_vs.txt similarity index 87% rename from Resolutions/SonicLostWorld_Resolution/384f98693cb9d036_0000000000000000_vs.txt rename to Resolutions/SonicLostWorld_Resolution/384f98693cb9e56d_0000000000000000_vs.txt index 2a3e4f13..9ac323e4 100644 --- a/Resolutions/SonicLostWorld_Resolution/384f98693cb9d036_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/384f98693cb9e56d_0000000000000000_vs.txt @@ -1,38 +1,32 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable +// shader 384f98693cb9e56d +const float origRatio = float($gameWidth)/float($gameHeight); +const float newRatio = float($width)/float($height); +const float arScale = origRatio/newRatio; +// 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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #define gl_VertexID gl_VertexIndex #define gl_InstanceID gl_InstanceIndex +#define SET_POSITION(_v) gl_Position = _v #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 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 384f98693cb9d036 -// ui shader 2 -const float origRatio = float($gameWidth)/float($gameHeight); -const float newRatio = float($width)/float($height); #ifdef VULKAN layout(set = 0, binding = 0) uniform ufBlock { uniform ivec4 uf_remappedVS[4]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 }; #else uniform ivec4 uf_remappedVS[4]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 #endif -// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3; ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4; @@ -41,10 +35,10 @@ ATTR_LAYOUT(0, 4) in uvec4 attrDataSem9; out gl_PerVertex { vec4 gl_Position; - float gl_PointSize; }; layout(location = 0) out vec4 passParameterSem131; layout(location = 1) out vec4 passParameterSem132; +// end of shader inputs/outputs int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -137,7 +131,7 @@ PS1f = R0f.w; R4f.z = R5f.x; R4f.w = R5f.y; // export -SET_POSITION(vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w)); +SET_POSITION(vec4(R3f.x*arScale, R3f.y, R3f.z, R3f.w)); // export passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z); // export diff --git a/Resolutions/SonicLostWorld_Resolution/384f98696d1a1236_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/384f98696d1a276d_0000000000000000_vs.txt similarity index 87% rename from Resolutions/SonicLostWorld_Resolution/384f98696d1a1236_0000000000000000_vs.txt rename to Resolutions/SonicLostWorld_Resolution/384f98696d1a276d_0000000000000000_vs.txt index 8b022689..2a1d68b9 100644 --- a/Resolutions/SonicLostWorld_Resolution/384f98696d1a1236_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/384f98696d1a276d_0000000000000000_vs.txt @@ -1,38 +1,32 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable +// shader 384f98696d1a276d +const float origRatio = float($gameWidth)/float($gameHeight); +const float newRatio = float($width)/float($height); +const float arScale = origRatio/newRatio; +// 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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #define gl_VertexID gl_VertexIndex #define gl_InstanceID gl_InstanceIndex +#define SET_POSITION(_v) gl_Position = _v #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 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 384f98696d1a1236 -// ui shader 1 -const float origRatio = float($gameWidth)/float($gameHeight); -const float newRatio = float($width)/float($height); #ifdef VULKAN layout(set = 0, binding = 0) uniform ufBlock { uniform ivec4 uf_remappedVS[4]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 }; #else uniform ivec4 uf_remappedVS[4]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 #endif -// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3; ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4; @@ -41,11 +35,11 @@ ATTR_LAYOUT(0, 4) in uvec4 attrDataSem9; out gl_PerVertex { vec4 gl_Position; - float gl_PointSize; }; layout(location = 0) out vec4 passParameterSem131; layout(location = 1) out vec4 passParameterSem132; layout(location = 2) out vec4 passParameterSem136; +// end of shader inputs/outputs int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -138,7 +132,7 @@ PS1f = R0f.w; R4f.z = R5f.x; R4f.w = R5f.y; // export -SET_POSITION(vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w)); +SET_POSITION(vec4(R3f.x*arScale, R3f.y, R3f.z, R3f.w)); // export passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z); // export diff --git a/Resolutions/SonicLostWorld_Resolution/3952c3a52c87ad30_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/3952c3a52c87c267_0000000000000000_vs.txt similarity index 83% rename from Resolutions/SonicLostWorld_Resolution/3952c3a52c87ad30_0000000000000000_vs.txt rename to Resolutions/SonicLostWorld_Resolution/3952c3a52c87c267_0000000000000000_vs.txt index f17b1b57..f7333991 100644 --- a/Resolutions/SonicLostWorld_Resolution/3952c3a52c87ad30_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/3952c3a52c87c267_0000000000000000_vs.txt @@ -1,36 +1,35 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable +// shader 3952c3a52c87c267 +const float origRatio = float($gameWidth)/float($gameHeight); +const float newRatio = float($width)/float($height); +const float arScale = origRatio/newRatio; +// 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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #define gl_VertexID gl_VertexIndex #define gl_InstanceID gl_InstanceIndex +#define SET_POSITION(_v) gl_Position = _v #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 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 3952c3a52c87ad30 -// video shader -const float origRatio = float($gameWidth)/float($gameHeight); -const float newRatio = float($width)/float($height); - +#ifdef VULKAN +#else +#endif ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; - float gl_PointSize; }; layout(location = 0) out vec4 passParameterSem136; +// end of shader inputs/outputs int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -70,7 +69,7 @@ backupReg1f = R2f.y; R2f.x = backupReg0f; R2f.y = backupReg1f; // export -SET_POSITION(vec4(R1f.x*(origRatio/newRatio), R1f.y, R1f.z, R1f.w)); +SET_POSITION(vec4(R1f.x*arScale, R1f.y, R1f.z, R1f.w)); // export passParameterSem136 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); // 0 diff --git a/Resolutions/SonicLostWorld_Resolution/419dbf0c732a4fe2_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/419dbf0c732a4fe2_0000000000000000_vs.txt deleted file mode 100644 index 05f271bf..00000000 --- a/Resolutions/SonicLostWorld_Resolution/419dbf0c732a4fe2_0000000000000000_vs.txt +++ /dev/null @@ -1,131 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#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 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 419dbf0c732a4fe2 -// ui shader 3 -const float origRatio = float($gameWidth)/float($gameHeight); -const float newRatio = float($width)/float($height); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[1]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 -}; -#else -uniform ivec4 uf_remappedVS[1]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 -#endif -// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem9; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem131; -layout(location = 1) out vec4 passParameterSem132; -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); -vec4 R5f = vec4(0.0); -vec4 R127f = 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(attrDataSem3.xyzw)/255.0); -R1f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x))); -attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem4.xyzw)/255.0); -R2f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x))); -attrDecoder.xy = attrDataSem8.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R4f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem9.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R5f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -backupReg0f = R3f.z; -R127f.x = R3f.x + 0.5; -R0f.y = mul_nonIEEE(R2f.z, R2f.x); -R127f.z = R3f.y + 0.5; -R3f.w = 1.0; -R3f.z = backupReg0f; -PS0f = R3f.z; -// 1 -R0f.x = mul_nonIEEE(R2f.z, R2f.w); -R0f.z = mul_nonIEEE(R2f.z, R2f.y); -R0f.w = 0.0; -PS1f = 1.0 / intBitsToFloat(uf_remappedVS[0].y); -// 2 -PV0f.y = R127f.z * PS1f; -PV0f.y *= 2.0; -R4f.z = R5f.x; -R4f.w = R5f.y; -PS0f = 1.0 / intBitsToFloat(uf_remappedVS[0].x); -// 3 -PV1f.x = PV0f.y + -(1.0); -PV1f.w = R127f.x * PS0f; -PV1f.w *= 2.0; -// 4 -R3f.x = PV1f.w + -(1.0); -R3f.y = -(PV1f.x); -// export -SET_POSITION(vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w)); -// export -passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z); -// export -passParameterSem132 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -// export -// skipped export to semanticId 255 -// 0 -} diff --git a/Resolutions/SonicLostWorld_Resolution/419dbf0c732a51e2_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/419dbf0c732a51e2_0000000000000000_vs.txt deleted file mode 100644 index 13bafa26..00000000 --- a/Resolutions/SonicLostWorld_Resolution/419dbf0c732a51e2_0000000000000000_vs.txt +++ /dev/null @@ -1,131 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#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 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 419dbf0c732a51e2 -// text shader 3 -const float origRatio = float($gameWidth)/float($gameHeight); -const float newRatio = float($width)/float($height); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[1]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 -}; -#else -uniform ivec4 uf_remappedVS[1]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 -#endif -// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem9; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem131; -layout(location = 1) out vec4 passParameterSem136; -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); -vec4 R5f = vec4(0.0); -vec4 R127f = 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(attrDataSem3.xyzw)/255.0); -R1f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x))); -attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem4.xyzw)/255.0); -R2f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x))); -attrDecoder.xy = attrDataSem8.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R4f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem9.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R5f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -backupReg0f = R3f.z; -R127f.x = R3f.x + 0.5; -R0f.y = mul_nonIEEE(R2f.z, R2f.x); -R127f.z = R3f.y + 0.5; -R3f.w = 1.0; -R3f.z = backupReg0f; -PS0f = R3f.z; -// 1 -R0f.x = mul_nonIEEE(R2f.z, R2f.w); -R0f.z = mul_nonIEEE(R2f.z, R2f.y); -R0f.w = 0.0; -PS1f = 1.0 / intBitsToFloat(uf_remappedVS[0].y); -// 2 -PV0f.y = R127f.z * PS1f; -PV0f.y *= 2.0; -R4f.z = R5f.x; -R4f.w = R5f.y; -PS0f = 1.0 / intBitsToFloat(uf_remappedVS[0].x); -// 3 -PV1f.x = PV0f.y + -(1.0); -PV1f.w = R127f.x * PS0f; -PV1f.w *= 2.0; -// 4 -R3f.x = PV1f.w + -(1.0); -R3f.y = -(PV1f.x); -// export -SET_POSITION(vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w)); -// export -passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z); -// export -// skipped export to semanticId 255 -// export -passParameterSem136 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); -// 0 -} diff --git a/Resolutions/SonicLostWorld_Resolution/419dbf0ca38a91e2_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/419dbf0ca38aa719_0000000000000000_vs.txt similarity index 85% rename from Resolutions/SonicLostWorld_Resolution/419dbf0ca38a91e2_0000000000000000_vs.txt rename to Resolutions/SonicLostWorld_Resolution/419dbf0ca38aa719_0000000000000000_vs.txt index 5f64e008..6f78e223 100644 --- a/Resolutions/SonicLostWorld_Resolution/419dbf0ca38a91e2_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/419dbf0ca38aa719_0000000000000000_vs.txt @@ -1,38 +1,32 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable +// shader 419dbf0ca38aa719 +const float origRatio = float($gameWidth)/float($gameHeight); +const float newRatio = float($width)/float($height); +const float arScale = origRatio/newRatio; +// 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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #define gl_VertexID gl_VertexIndex #define gl_InstanceID gl_InstanceIndex +#define SET_POSITION(_v) gl_Position = _v #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 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 419dbf0ca38a91e2 -// ui shader 4 -const float origRatio = float($gameWidth)/float($gameHeight); -const float newRatio = float($width)/float($height); #ifdef VULKAN layout(set = 0, binding = 0) uniform ufBlock { uniform ivec4 uf_remappedVS[1]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 }; #else uniform ivec4 uf_remappedVS[1]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 #endif -// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3; ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4; @@ -41,11 +35,11 @@ ATTR_LAYOUT(0, 4) in uvec4 attrDataSem9; out gl_PerVertex { vec4 gl_Position; - float gl_PointSize; }; layout(location = 0) out vec4 passParameterSem131; layout(location = 1) out vec4 passParameterSem132; layout(location = 2) out vec4 passParameterSem136; +// end of shader inputs/outputs int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -121,7 +115,7 @@ PV1f.w *= 2.0; R3f.x = PV1f.w + -(1.0); R3f.y = -(PV1f.x); // export -SET_POSITION(vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w)); +SET_POSITION(vec4(R3f.x*arScale, R3f.y, R3f.z, R3f.w)); // export passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z); // export diff --git a/Workarounds/SonicLostWorld_DisableTonemapping/1adfa527e4ea7f40_0000000000001e49_ps.txt b/Workarounds/SonicLostWorld_DisableTonemapping/1adfa527e4ea7f40_0000000000001e49_ps.txt new file mode 100644 index 00000000..b9715fa1 --- /dev/null +++ b/Workarounds/SonicLostWorld_DisableTonemapping/1adfa527e4ea7f40_0000000000001e49_ps.txt @@ -0,0 +1,89 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 1adfa527e4ea7f40 +// 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 = 3) uniform ufBlock +{ +uniform vec4 uf_fragCoordScale; +}; +#else +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; +TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3; +layout(location = 0) in vec4 passParameterSem136; +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() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem136); +R1i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyzw); +R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyz); +R0i.xyz = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R0i.xy)).xyz); +// 0 +PV0i.x = floatBitsToInt(intBitsToFloat(R1i.w) + -(intBitsToFloat(0x3f7efeff))); +R127i.y = ((intBitsToFloat(R1i.w) > intBitsToFloat(0x3f7efeff))?int(0xFFFFFFFF):int(0x0)); +R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.x)) + intBitsToFloat(R1i.x)); +R127i.w = floatBitsToInt(-(intBitsToFloat(R2i.y)) + intBitsToFloat(R1i.y)); +R126i.w = floatBitsToInt(-(intBitsToFloat(R2i.z)) + intBitsToFloat(R1i.z)); +PS0i = R126i.w; +// 1 +R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x437f0000) + 1.0)); +PV1i.w = R123i.w; +R3i.w = 0x3f800000; +PS1i = R3i.w; +// 2 +R123i.z = ((R127i.y == 0)?(R1i.w):(PV1i.w)); +PV0i.z = R123i.z; +// 3 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(PV0i.z)) + intBitsToFloat(R2i.z))); +PV1i.x = R123i.x; +R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.w),intBitsToFloat(PV0i.z)) + intBitsToFloat(R2i.y))); +PV1i.y = R123i.y; +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(PV0i.z)) + intBitsToFloat(R2i.x))); +PV1i.z = R123i.z; +// 4 +R3i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.z)) + vec3(intBitsToFloat(PV1i.z),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.x))); +// export +//passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} diff --git a/Workarounds/SonicLostWorld_DisableTonemapping/3c6c7691f6e2f2e4_0000000000001e49_ps.txt b/Workarounds/SonicLostWorld_DisableTonemapping/3c6c7691f6e2f2e4_0000000000001e49_ps.txt new file mode 100644 index 00000000..299fadd3 --- /dev/null +++ b/Workarounds/SonicLostWorld_DisableTonemapping/3c6c7691f6e2f2e4_0000000000001e49_ps.txt @@ -0,0 +1,78 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 3c6c7691f6e2f2e4 +// 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 = 3) uniform ufBlock +{ +uniform vec4 uf_fragCoordScale; +}; +#else +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; +TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3; +layout(location = 0) in vec4 passParameterSem136; +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); +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 = passParameterSem136; +R2f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +R1f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw); +R0f.xyz = (texture(textureUnitPS3, R0f.xy).xyz); +// 0 +PV0f.x = -(R2f.y) + R1f.y; +PV0f.y = -(R2f.x) + R1f.x; +PV0f.w = -(R2f.z) + R1f.z; +R3f.w = 1.0; +PS0f = R3f.w; +// 1 +R123f.x = (mul_nonIEEE(PV0f.w,R1f.w) + R2f.z); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(PV0f.x,R1f.w) + R2f.y); +PV1f.y = R123f.y; +R123f.z = (mul_nonIEEE(PV0f.y,R1f.w) + R2f.x); +PV1f.z = R123f.z; +// 2 +R3f.xyz = vec3(R0f.x,R0f.y,R0f.z) + vec3(PV1f.z,PV1f.y,PV1f.x); +// export +//passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +} diff --git a/Workarounds/SonicLostWorld_DisableTonemapping/4fab679c75795f90_00000000000003c9_ps.txt b/Workarounds/SonicLostWorld_DisableTonemapping/4fab679c75795f90_00000000000003c9_ps.txt new file mode 100644 index 00000000..fc0c8840 --- /dev/null +++ b/Workarounds/SonicLostWorld_DisableTonemapping/4fab679c75795f90_00000000000003c9_ps.txt @@ -0,0 +1,64 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 4fab679c75795f90 +// 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 = 2) uniform ufBlock +{ +uniform vec4 uf_fragCoordScale; +}; +#else +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 passParameterSem136; +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); +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 = passParameterSem136; +R1f.xyz = (texture(textureUnitPS3, R0f.xy).xyz); +R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +// 0 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg2f = R0f.z; +R0f.xyz = vec3(R1f.x,R1f.y,R1f.z) + vec3(backupReg0f,backupReg1f,backupReg2f); +R0f.w = 1.0; +// export +//passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Workarounds/SonicLostWorld_DisableTonemapping/rules.txt b/Workarounds/SonicLostWorld_DisableTonemapping/rules.txt new file mode 100644 index 00000000..3644d4ba --- /dev/null +++ b/Workarounds/SonicLostWorld_DisableTonemapping/rules.txt @@ -0,0 +1,6 @@ +[Definition] +titleIds = 0005000010135700,000500001012B100,0005000010128F00 +name = Disable Tonemapping +path = "Sonic Lost World/Workarounds/Disable Tonemapping" +description = Disables the game's tonemapping, making it not appear so dark. Some stages will apppear too bright.|Made by M&&M. +version = 4