[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:
M&M 2021-02-01 14:01:32 -08:00
parent a10a0730b0
commit 5f1f8c5d4b
11 changed files with 285 additions and 335 deletions

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@ -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 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 #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 2fc311c50a4dab95
// text shader 1
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[9]; uniform ivec4 uf_remappedVS[9];
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
}; };
#else #else
uniform ivec4 uf_remappedVS[9]; uniform ivec4 uf_remappedVS[9];
// 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;
@ -41,10 +35,10 @@ 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 passParameterSem136; layout(location = 1) out vec4 passParameterSem136;
// end of shader inputs/outputs
int clampFI32(int v) int clampFI32(int v)
{ {
if( v == 0x7FFFFFFF ) 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.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].w), backupReg1f);
R1f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].x), backupReg2f); R1f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].x), backupReg2f);
// export // 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 // export
passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export // export

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@ -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 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 #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 384f98693cb9d036
// ui shader 2
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[4]; uniform ivec4 uf_remappedVS[4];
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
}; };
#else #else
uniform ivec4 uf_remappedVS[4]; uniform ivec4 uf_remappedVS[4];
// 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;
@ -41,10 +35,10 @@ 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;
// end of shader inputs/outputs
int clampFI32(int v) int clampFI32(int v)
{ {
if( v == 0x7FFFFFFF ) if( v == 0x7FFFFFFF )
@ -137,7 +131,7 @@ PS1f = R0f.w;
R4f.z = R5f.x; R4f.z = R5f.x;
R4f.w = R5f.y; R4f.w = R5f.y;
// 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

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@ -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 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 #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 384f98696d1a1236
// ui shader 1
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[4]; uniform ivec4 uf_remappedVS[4];
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
}; };
#else #else
uniform ivec4 uf_remappedVS[4]; uniform ivec4 uf_remappedVS[4];
// 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 )
@ -138,7 +132,7 @@ PS1f = R0f.w;
R4f.z = R5f.x; R4f.z = R5f.x;
R4f.w = R5f.y; R4f.w = R5f.y;
// 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

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@ -1,36 +1,35 @@
#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 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 #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. #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

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@ -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
}

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@ -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
}

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@ -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

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@ -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));
}

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@ -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);
}

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@ -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);
}

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[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