mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-22 09:39:17 +01:00
[Sonic Lost World] fix Ultrawide packs, add disable tonemapping pack
Might turn tonemapping pack into a patch variant at some point
This commit is contained in:
parent
a10a0730b0
commit
5f1f8c5d4b
@ -1,38 +1,32 @@
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#version 420
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#version 430
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#extension GL_ARB_texture_gather : enable
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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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#extension GL_ARB_separate_shader_objects : enable
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// shader 2fc311c50a4dc0cc
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const float origRatio = float($gameWidth)/float($gameHeight);
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const float newRatio = float($width)/float($height);
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const float arScale = origRatio/newRatio;
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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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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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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 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 TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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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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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#define gl_InstanceID gl_InstanceIndex
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#define SET_POSITION(_v) gl_Position = _v
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#else
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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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 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 TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define SET_POSITION(_v) gl_Position = _v
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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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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 2fc311c50a4dab95
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// text shader 1
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const float origRatio = float($gameWidth)/float($gameHeight);
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const float newRatio = float($width)/float($height);
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#ifdef VULKAN
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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layout(set = 0, binding = 0) uniform ufBlock
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{
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{
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uniform ivec4 uf_remappedVS[9];
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uniform ivec4 uf_remappedVS[9];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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};
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};
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#else
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#else
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uniform ivec4 uf_remappedVS[9];
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uniform ivec4 uf_remappedVS[9];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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#endif
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#endif
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// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3;
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ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4;
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ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4;
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@ -41,10 +35,10 @@ ATTR_LAYOUT(0, 4) in uvec4 attrDataSem9;
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out gl_PerVertex
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out gl_PerVertex
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{
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{
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vec4 gl_Position;
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vec4 gl_Position;
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float gl_PointSize;
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};
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};
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layout(location = 0) out vec4 passParameterSem131;
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layout(location = 0) out vec4 passParameterSem131;
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layout(location = 1) out vec4 passParameterSem136;
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layout(location = 1) out vec4 passParameterSem136;
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// end of shader inputs/outputs
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int clampFI32(int v)
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int clampFI32(int v)
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{
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{
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if( v == 0x7FFFFFFF )
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if( v == 0x7FFFFFFF )
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@ -172,7 +166,7 @@ R1f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].z), backupReg0f);
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R1f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].w), backupReg1f);
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R1f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].w), backupReg1f);
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R1f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].x), backupReg2f);
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R1f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].x), backupReg2f);
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// export
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// export
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SET_POSITION(vec4(R5f.x*(origRatio/newRatio), R5f.y, R5f.z, R5f.w));
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SET_POSITION(vec4(R5f.x*arScale, R5f.y, R5f.z, R5f.w));
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// export
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// export
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passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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// export
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@ -1,38 +1,32 @@
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#version 420
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#version 430
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#extension GL_ARB_texture_gather : enable
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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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#extension GL_ARB_separate_shader_objects : enable
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// shader 384f98693cb9e56d
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const float origRatio = float($gameWidth)/float($gameHeight);
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const float newRatio = float($width)/float($height);
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const float arScale = origRatio/newRatio;
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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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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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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 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 TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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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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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#define gl_InstanceID gl_InstanceIndex
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#define SET_POSITION(_v) gl_Position = _v
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#else
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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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 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 TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define SET_POSITION(_v) gl_Position = _v
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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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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 384f98693cb9d036
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// ui shader 2
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const float origRatio = float($gameWidth)/float($gameHeight);
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const float newRatio = float($width)/float($height);
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#ifdef VULKAN
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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layout(set = 0, binding = 0) uniform ufBlock
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{
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{
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uniform ivec4 uf_remappedVS[4];
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uniform ivec4 uf_remappedVS[4];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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};
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};
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#else
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#else
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uniform ivec4 uf_remappedVS[4];
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uniform ivec4 uf_remappedVS[4];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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#endif
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#endif
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// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3;
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ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4;
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ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4;
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@ -41,10 +35,10 @@ ATTR_LAYOUT(0, 4) in uvec4 attrDataSem9;
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out gl_PerVertex
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out gl_PerVertex
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{
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{
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vec4 gl_Position;
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vec4 gl_Position;
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float gl_PointSize;
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};
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};
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layout(location = 0) out vec4 passParameterSem131;
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layout(location = 0) out vec4 passParameterSem131;
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layout(location = 1) out vec4 passParameterSem132;
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layout(location = 1) out vec4 passParameterSem132;
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// end of shader inputs/outputs
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int clampFI32(int v)
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int clampFI32(int v)
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{
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{
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if( v == 0x7FFFFFFF )
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if( v == 0x7FFFFFFF )
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@ -137,7 +131,7 @@ PS1f = R0f.w;
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R4f.z = R5f.x;
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R4f.z = R5f.x;
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R4f.w = R5f.y;
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R4f.w = R5f.y;
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// export
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// export
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SET_POSITION(vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w));
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SET_POSITION(vec4(R3f.x*arScale, R3f.y, R3f.z, R3f.w));
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// export
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// export
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passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z);
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passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z);
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// export
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// export
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@ -1,38 +1,32 @@
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#version 420
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#version 430
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#extension GL_ARB_texture_gather : enable
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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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#extension GL_ARB_separate_shader_objects : enable
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// shader 384f98696d1a276d
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const float origRatio = float($gameWidth)/float($gameHeight);
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const float newRatio = float($width)/float($height);
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const float arScale = origRatio/newRatio;
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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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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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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 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 TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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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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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#define gl_InstanceID gl_InstanceIndex
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#define SET_POSITION(_v) gl_Position = _v
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#else
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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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 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 TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define SET_POSITION(_v) gl_Position = _v
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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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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 384f98696d1a1236
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// ui shader 1
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const float origRatio = float($gameWidth)/float($gameHeight);
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const float newRatio = float($width)/float($height);
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#ifdef VULKAN
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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layout(set = 0, binding = 0) uniform ufBlock
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{
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{
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uniform ivec4 uf_remappedVS[4];
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uniform ivec4 uf_remappedVS[4];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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};
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};
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#else
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#else
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uniform ivec4 uf_remappedVS[4];
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uniform ivec4 uf_remappedVS[4];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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#endif
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#endif
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// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3;
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ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4;
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ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4;
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@ -41,11 +35,11 @@ ATTR_LAYOUT(0, 4) in uvec4 attrDataSem9;
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out gl_PerVertex
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out gl_PerVertex
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{
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{
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vec4 gl_Position;
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vec4 gl_Position;
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float gl_PointSize;
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};
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};
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layout(location = 0) out vec4 passParameterSem131;
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layout(location = 0) out vec4 passParameterSem131;
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layout(location = 1) out vec4 passParameterSem132;
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layout(location = 1) out vec4 passParameterSem132;
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layout(location = 2) out vec4 passParameterSem136;
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layout(location = 2) out vec4 passParameterSem136;
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// end of shader inputs/outputs
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int clampFI32(int v)
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int clampFI32(int v)
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{
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{
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if( v == 0x7FFFFFFF )
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if( v == 0x7FFFFFFF )
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@ -138,7 +132,7 @@ PS1f = R0f.w;
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R4f.z = R5f.x;
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R4f.z = R5f.x;
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R4f.w = R5f.y;
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R4f.w = R5f.y;
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// export
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// export
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SET_POSITION(vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w));
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SET_POSITION(vec4(R3f.x*arScale, R3f.y, R3f.z, R3f.w));
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// export
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// export
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passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z);
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passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z);
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// export
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// export
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@ -1,36 +1,35 @@
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#version 420
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#version 430
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#extension GL_ARB_texture_gather : enable
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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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#extension GL_ARB_separate_shader_objects : enable
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// shader 3952c3a52c87c267
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const float origRatio = float($gameWidth)/float($gameHeight);
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const float newRatio = float($width)/float($height);
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const float arScale = origRatio/newRatio;
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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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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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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 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 TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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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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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#define gl_InstanceID gl_InstanceIndex
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#define SET_POSITION(_v) gl_Position = _v
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#else
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||||
#define SET_POSITION(_v) gl_Position = _v
|
#define SET_POSITION(_v) gl_Position = _v
|
||||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
|
||||||
#endif
|
#endif
|
||||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
#ifdef VULKAN
|
||||||
|
#else
|
||||||
// shader 3952c3a52c87ad30
|
#endif
|
||||||
// video shader
|
|
||||||
const float origRatio = float($gameWidth)/float($gameHeight);
|
|
||||||
const float newRatio = float($width)/float($height);
|
|
||||||
|
|
||||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8;
|
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8;
|
||||||
out gl_PerVertex
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
vec4 gl_Position;
|
vec4 gl_Position;
|
||||||
float gl_PointSize;
|
|
||||||
};
|
};
|
||||||
layout(location = 0) out vec4 passParameterSem136;
|
layout(location = 0) out vec4 passParameterSem136;
|
||||||
|
// end of shader inputs/outputs
|
||||||
int clampFI32(int v)
|
int clampFI32(int v)
|
||||||
{
|
{
|
||||||
if( v == 0x7FFFFFFF )
|
if( v == 0x7FFFFFFF )
|
||||||
@ -70,7 +69,7 @@ backupReg1f = R2f.y;
|
|||||||
R2f.x = backupReg0f;
|
R2f.x = backupReg0f;
|
||||||
R2f.y = backupReg1f;
|
R2f.y = backupReg1f;
|
||||||
// export
|
// 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
|
// export
|
||||||
passParameterSem136 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
|
passParameterSem136 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
|
||||||
// 0
|
// 0
|
@ -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
|
|
||||||
}
|
|
@ -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
|
|
||||||
}
|
|
@ -1,38 +1,32 @@
|
|||||||
#version 420
|
#version 430
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
#extension GL_ARB_separate_shader_objects : 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
|
#ifdef VULKAN
|
||||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
#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 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_VertexID gl_VertexIndex
|
||||||
#define gl_InstanceID gl_InstanceIndex
|
#define gl_InstanceID gl_InstanceIndex
|
||||||
|
#define SET_POSITION(_v) gl_Position = _v
|
||||||
#else
|
#else
|
||||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||||
#define SET_POSITION(_v) gl_Position = _v
|
#define SET_POSITION(_v) gl_Position = _v
|
||||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
|
||||||
#endif
|
#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
|
#ifdef VULKAN
|
||||||
layout(set = 0, binding = 0) uniform ufBlock
|
layout(set = 0, binding = 0) uniform ufBlock
|
||||||
{
|
{
|
||||||
uniform ivec4 uf_remappedVS[1];
|
uniform ivec4 uf_remappedVS[1];
|
||||||
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
|
|
||||||
};
|
};
|
||||||
#else
|
#else
|
||||||
uniform ivec4 uf_remappedVS[1];
|
uniform ivec4 uf_remappedVS[1];
|
||||||
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
|
|
||||||
#endif
|
#endif
|
||||||
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
|
|
||||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3;
|
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3;
|
||||||
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4;
|
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4;
|
||||||
@ -41,11 +35,11 @@ ATTR_LAYOUT(0, 4) in uvec4 attrDataSem9;
|
|||||||
out gl_PerVertex
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
vec4 gl_Position;
|
vec4 gl_Position;
|
||||||
float gl_PointSize;
|
|
||||||
};
|
};
|
||||||
layout(location = 0) out vec4 passParameterSem131;
|
layout(location = 0) out vec4 passParameterSem131;
|
||||||
layout(location = 1) out vec4 passParameterSem132;
|
layout(location = 1) out vec4 passParameterSem132;
|
||||||
layout(location = 2) out vec4 passParameterSem136;
|
layout(location = 2) out vec4 passParameterSem136;
|
||||||
|
// end of shader inputs/outputs
|
||||||
int clampFI32(int v)
|
int clampFI32(int v)
|
||||||
{
|
{
|
||||||
if( v == 0x7FFFFFFF )
|
if( v == 0x7FFFFFFF )
|
||||||
@ -121,7 +115,7 @@ PV1f.w *= 2.0;
|
|||||||
R3f.x = PV1f.w + -(1.0);
|
R3f.x = PV1f.w + -(1.0);
|
||||||
R3f.y = -(PV1f.x);
|
R3f.y = -(PV1f.x);
|
||||||
// export
|
// 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
|
// export
|
||||||
passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z);
|
passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z);
|
||||||
// export
|
// export
|
@ -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));
|
||||||
|
}
|
@ -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);
|
||||||
|
}
|
@ -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);
|
||||||
|
}
|
6
Workarounds/SonicLostWorld_DisableTonemapping/rules.txt
Normal file
6
Workarounds/SonicLostWorld_DisableTonemapping/rules.txt
Normal file
@ -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
|
Loading…
Reference in New Issue
Block a user