diff --git a/Enhancements/MarioKart8_SmothSpeedBlur/fdf33c607cd1d737_0000000000000079_ps.txt b/Enhancements/MarioKart8_SmothSpeedBlur/fdf33c607cd1d737_0000000000000079_ps.txt index 92564c21..aa15dc78 100644 --- a/Enhancements/MarioKart8_SmothSpeedBlur/fdf33c607cd1d737_0000000000000079_ps.txt +++ b/Enhancements/MarioKart8_SmothSpeedBlur/fdf33c607cd1d737_0000000000000079_ps.txt @@ -29,8 +29,8 @@ layout(location = 2) in vec4 passParameterSem2; layout(location = 3) in vec4 passParameterSem3; layout(location = 0) out vec4 passPixelColor0; // end of shader inputs/outputs -float blurStart = $blurStart; -float blurWidth = $blurWidth; +const float blurStart = $blurStart; +const float blurWidth = $blurWidth; const int nsamples = $nrOfPasses ; //original had aprox 8 at 640x240 int clampFI32(int v) diff --git a/Resolutions/MarioKart8_Resolution/74126253134563de_0000000000000000_vs.txt b/Resolutions/MarioKart8_Resolution/74126253134563de_0000000000000000_vs.txt index b8b29ded..7c3b19c0 100644 --- a/Resolutions/MarioKart8_Resolution/74126253134563de_0000000000000000_vs.txt +++ b/Resolutions/MarioKart8_Resolution/74126253134563de_0000000000000000_vs.txt @@ -1,45 +1,39 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable +// shader 74126253134563de +// start of shader inputs/outputs, predetermined by Cemu. Do not touch +// Used for: Vertical Menu Background Blur + #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #define gl_VertexID gl_VertexIndex #define gl_InstanceID gl_InstanceIndex +#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif -// This shaders was auto-converted from OpenGL to Cemu. - -// shader 74126253134563de -// Used for: Vertical Menu Background Blur -const float resScale = float($height)/float($gameHeight); - #ifdef VULKAN layout(set = 0, binding = 0) uniform ufBlock { uniform ivec4 uf_remappedVS[5]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 }; #else uniform ivec4 uf_remappedVS[5]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 #endif -// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; - float gl_PointSize; }; layout(location = 0) out vec4 passParameterSem0; +// end of shader inputs/outputs +const float resScale = float($height)/float($gameHeight); int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -48,7 +42,7 @@ else if( v == 0xFFFFFFFF ) return floatBitsToInt(0.0); return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); } -float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +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); @@ -80,7 +74,7 @@ R126f.z = (0.0 > R1f.x)?1.0:0.0; R126f.z /= 2.0; R127f.w = 1.0; PV0f.w = R127f.w; -R126f.x = intBitsToFloat(uf_remappedVS[0].w) * (intBitsToFloat(0x3fae8a72)/3); +R126f.x = intBitsToFloat(uf_remappedVS[0].w) * intBitsToFloat(0x3fae8a72)/resScale; PS0f = R126f.x; // 1 R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); diff --git a/Resolutions/MarioKart8_Resolution/d5d751973ea3d3b4_0000000000000000_vs.txt b/Resolutions/MarioKart8_Resolution/d5d751973ea3d3b4_0000000000000000_vs.txt new file mode 100644 index 00000000..4ddbb389 --- /dev/null +++ b/Resolutions/MarioKart8_Resolution/d5d751973ea3d3b4_0000000000000000_vs.txt @@ -0,0 +1,133 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader d5d751973ea3d3b4 // menu background box blur, initial downscaling. +// 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 gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#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 +#endif +#ifdef VULKAN +layout(set = 0, binding = 0) uniform ufBlock +{ +uniform ivec4 uf_remappedVS[3]; +}; +#else +uniform ivec4 uf_remappedVS[3]; +#endif +ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +out gl_PerVertex +{ + vec4 gl_Position; +}; +layout(location = 0) out vec4 passParameterSem1; +layout(location = 1) out vec4 passParameterSem3; +// end of shader inputs/outputs +const float resScale = float($height)/float($gameHeight); +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 R123f = vec4(0.0); +vec4 R124f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = 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; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +PV0f.x = (R1f.x > 0.0)?1.0:0.0; +PV0f.y = (0.0 > R1f.y)?1.0:0.0; +PV0f.z = (0.0 > R1f.x)?1.0:0.0; +PV0f.w = (R1f.y > 0.0)?1.0:0.0; +R1f.z = 0.0; +PS0f = R1f.z; +// 1 +R1f.x = PV0f.x + -(PV0f.z); +PV1f.x = R1f.x; +PV1f.y = PV0f.w + -(PV0f.y); +R127f.z = intBitsToFloat(uf_remappedVS[0].x); +R1f.w = 1.0; +R126f.z = intBitsToFloat(uf_remappedVS[0].y); +PS1f = R126f.z; +// 2 +R127f.x = -(intBitsToFloat(uf_remappedVS[0].x)/resScale); +R1f.y = PV1f.y; +R123f.z = (-(PV1f.y) * 0.5 + 0.5); +PV0f.z = R123f.z; +R123f.w = (PV1f.x * 0.5 + 0.5); +PV0f.w = R123f.w; +R126f.x = -(intBitsToFloat(uf_remappedVS[0].y)/resScale); +PS0f = R126f.x; +// 3 +R125f.x = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedVS[1].w)) + intBitsToFloat(uf_remappedVS[1].y)/resScale); +R127f.y = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[1].z)) + intBitsToFloat(uf_remappedVS[1].x)/resScale); +PV1f.y = R127f.y; +// 4 +backupReg0f = R127f.z; +backupReg0f = R127f.z; +R124f.x = mul_nonIEEE(R126f.x, intBitsToFloat(uf_remappedVS[2].x)); +PV0f.x = R124f.x; +R126f.y = mul_nonIEEE(R127f.x, intBitsToFloat(uf_remappedVS[2].x)); +R127f.z = mul_nonIEEE(R126f.z, intBitsToFloat(uf_remappedVS[2].x)); +R127f.w = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedVS[2].x)); +PV0f.w = R127f.w; +R126f.w = backupReg0f + PV1f.y; +PS0f = R126f.w; +// 5 +PV1f.x = R126f.x + R125f.x; +R125f.y = R127f.x + R127f.y; +PV1f.z = R126f.z + R125f.x; +R0f.w = R125f.x + PV0f.x; +R0f.x = R127f.y + PV0f.w; +PS1f = R0f.x; +// 6 +R2f.x = R127f.w + R126f.w; +R0f.y = R125f.x + R127f.z; +R0f.z = R127f.y + R126f.y; +R2f.w = R124f.x + PV1f.x; +R2f.y = R127f.z + PV1f.z; +PS0f = R2f.y; +// 7 +R2f.z = R126f.y + R125f.y; +// export +SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +// export +passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// 0 +} diff --git a/Resolutions/MarioKart8_Resolution/rules.txt b/Resolutions/MarioKart8_Resolution/rules.txt index bca30ff1..58d2a711 100644 --- a/Resolutions/MarioKart8_Resolution/rules.txt +++ b/Resolutions/MarioKart8_Resolution/rules.txt @@ -79,6 +79,13 @@ $height = 2880 $gameWidth = 1280 $gameHeight = 720 +#[Preset] +#name = 3840x2160 (Vertical x2 4320) +#$width = 3840 +#$height = 4320 +#$gameWidth = 1280 +#$gameHeight = 720 + [Preset] name = 7680x4320 (8k) $width = 7680 @@ -190,11 +197,53 @@ $height = 2880 $gameWidth = 1280 $gameHeight = 720 +[TextureRedefine] # +width = 1280 +height = 720 +formats = 0x01a +overwriteFormat = 0x01f + +[TextureRedefine] +width = 1280 +height = 720 +formats = 0x806 +overwriteFormat = 0x820 + +[TextureRedefine] +width = 1280 +height = 720 +formats = 0x816 +overwriteFormat = 0x820 + +[TextureRedefine] +width = 640 +height = 368 +formats = 0x01a +overwriteFormat = 0x01f + +[TextureRedefine] +width = 640 +height = 360 +formats = 0x01a +overwriteFormat = 0x01f + +[TextureRedefine] +width = 640 +height = 368 +formats = 0x816 +overwriteFormat = 0x820 + +[TextureRedefine] +width = 640 +height = 360 +formats = 0x816 +overwriteFormat = 0x820 + # Full Res [TextureRedefine] width = 1280 height = 720 -formatsExcluded = 0x41A,0x431 # exclude the intro background texture, race end background +formatsExcluded = 0x41A,0x431 # exclude the intro background texture, race end background tileModesExcluded = 0x001 overwriteWidth = ($width/$gameWidth) * 1280 overwriteHeight = ($height/$gameHeight) * 720 @@ -389,3 +438,4 @@ height = 360 formats = 0x19,0x1a,0x806,0x816 overwriteWidth = ($width/$gameWidth) * 320 overwriteHeight = ($height/$gameHeight) * 360 +