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Update Super Mario 3D World packs to Vulkan
3 unverified shaders, although one of them already had the Vulkan stuff in them. Can't find where the other two are. 280351fcf8e5949f_0000000000000000_vs 6d9067fd20086bc0_0000000000000000_vs
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@ -1,10 +1,36 @@
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#version 420
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#version 420
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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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#ifdef VULKAN
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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 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_InstanceID gl_InstanceIndex
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#else
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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 TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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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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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader be99d80628d31127 //AA PS
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// shader be99d80628d31127 //AA PS
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// Used for: Another vertical blur
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// Used for: Another vertical blur
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#ifdef VULKAN
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layout(set = 1, binding = 2) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[4];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[4];
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uniform vec2 uf_fragCoordScale;
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uniform vec2 uf_fragCoordScale;
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#endif
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const float hazeFactor = 0.1;
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const float hazeFactor = 0.1;
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@ -93,9 +119,9 @@ vec3 contrasty(vec3 colour){
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return fColour;
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return fColour;
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}
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}
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uniform ivec4 uf_remappedPS[4];
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// uf_remappedPS[4] was moved to the ufBlock
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5800800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4341000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
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layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 0) out vec4 passPixelColor0;
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//uniform vec2 uf_fragCoordScale;
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//uniform vec2 uf_fragCoordScale;
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@ -3,7 +3,7 @@ titleIds = 0005000010145D00,0005000010145C00,0005000010106100
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name = Contrasty
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name = Contrasty
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path = "Super Mario 3D World/Enhancements/Contrasty"
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path = "Super Mario 3D World/Enhancements/Contrasty"
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description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Doesn't work if you also upscale or downscale the resolution.
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description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Doesn't work if you also upscale or downscale the resolution.
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version = 3
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version = 4
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[Preset]
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[Preset]
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name = Default
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name = Default
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@ -1,15 +1,40 @@
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#version 420
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#version 420
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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_shading_language_packing : enable
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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 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 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_InstanceID gl_InstanceIndex
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#else
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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 TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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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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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 1f83c0d47b1c4c34
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// shader 1f83c0d47b1c4c34
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// Used for: Background Blur
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// Used for: Background Blur
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const float resXScale = float($width)/float($gameWidth);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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const float resYScale = float($height)/float($gameHeight);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[1];
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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layout(location = 0) in uvec4 attrDataSem0;
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};
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layout(location = 1) in uvec4 attrDataSem1;
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#else
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uniform ivec4 uf_remappedVS[1];
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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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// 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, 1) in uvec4 attrDataSem1;
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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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@ -72,7 +97,7 @@ PS1f = R2f.x;
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// 2
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// 2
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R2f.w = PV1f.x;
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R2f.w = PV1f.x;
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// export
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
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// export
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// export
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passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// 0
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// 0
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@ -1,16 +1,41 @@
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#version 420
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#version 420
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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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#extension GL_ARB_shading_language_packing : enable
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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 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 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_InstanceID gl_InstanceIndex
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#else
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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 TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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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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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 280351fcf8e5949f
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// shader 280351fcf8e5949f
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// Used for: Another vertical blur
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// Used for: Another vertical blur
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const float resXScale = float($width)/float($gameWidth);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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const float resYScale = float($height)/float($gameHeight);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[1];
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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layout(location = 0) in uvec4 attrDataSem0;
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};
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layout(location = 1) in uvec4 attrDataSem1;
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#else
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uniform ivec4 uf_remappedVS[1];
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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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// 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, 1) in uvec4 attrDataSem1;
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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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@ -71,7 +96,7 @@ R2f.y = backupReg0f + -(PS0f);
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R2f.z = backupReg0f + PS0f;
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R2f.z = backupReg0f + PS0f;
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R2f.w = backupReg0f;
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R2f.w = backupReg0f;
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// export
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
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// export
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// export
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passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// 0
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// 0
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@ -1,7 +1,6 @@
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#version 420
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#version 420
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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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#extension GL_ARB_shading_language_packing : enable
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#ifdef VULKAN
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#ifdef VULKAN
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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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@ -9,14 +8,38 @@
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#else
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#else
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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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#endif
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#endif
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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 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 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_InstanceID gl_InstanceIndex
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#else
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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 TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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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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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 470eee1bb25ab50d
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// shader 470eee1bb25ab50d
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// low res reflection
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// low res reflection
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const float resXScale = float($width)/float($gameWidth);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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const float resYScale = float($height)/float($gameHeight);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[1];
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uniform ivec4 uf_remappedVS[1];
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layout(location = 0) in uvec4 attrDataSem0;
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};
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layout(location = 1) in uvec4 attrDataSem1;
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#else
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uniform ivec4 uf_remappedVS[1];
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#endif
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
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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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#version 420
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#version 420
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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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#extension GL_ARB_shading_language_packing : enable
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#ifdef VULKAN
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#ifdef VULKAN
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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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#else
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#else
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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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#endif
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#endif
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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 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 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_InstanceID gl_InstanceIndex
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#else
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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 TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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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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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 4c426260188ace42
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// shader 4c426260188ace42
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//switch palace reflection vertical
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//switch palace reflection vertical
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const float resXScale = float($width)/float($gameWidth);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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const float resYScale = float($height)/float($gameHeight);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[5];
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uniform ivec4 uf_remappedVS[5];
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layout(location = 0) in uvec4 attrDataSem0;
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};
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#else
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uniform ivec4 uf_remappedVS[5];
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#endif
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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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;
|
vec4 gl_Position;
|
||||||
|
@ -1,12 +1,38 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : 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 5661793d88425685
|
// shader 5661793d88425685
|
||||||
// Used for: First glitter bloom pass
|
// Used for: First glitter bloom pass
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[7];
|
uniform ivec4 uf_remappedPS[7];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4f48800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[7];
|
||||||
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
layout(location = 1) out vec4 passPixelColor1;
|
layout(location = 1) out vec4 passPixelColor1;
|
||||||
@ -14,7 +40,7 @@ layout(location = 2) out vec4 passPixelColor2;
|
|||||||
layout(location = 3) out vec4 passPixelColor3;
|
layout(location = 3) out vec4 passPixelColor3;
|
||||||
layout(location = 4) out vec4 passPixelColor4;
|
layout(location = 4) out vec4 passPixelColor4;
|
||||||
layout(location = 5) out vec4 passPixelColor5;
|
layout(location = 5) out vec4 passPixelColor5;
|
||||||
uniform vec2 uf_fragCoordScale;
|
// uf_fragCoordScale was moved to the ufBlock
|
||||||
int clampFI32(int v)
|
int clampFI32(int v)
|
||||||
{
|
{
|
||||||
if( v == 0x7FFFFFFF )
|
if( v == 0x7FFFFFFF )
|
||||||
|
@ -1,16 +1,41 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#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
|
||||||
#extension GL_ARB_shading_language_packing : 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 6d9067fd20086bc0
|
// shader 6d9067fd20086bc0
|
||||||
// Used for: Vertical blur
|
// Used for: Vertical blur
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 0, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedVS[1];
|
uniform ivec4 uf_remappedVS[1];
|
||||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
|
||||||
layout(location = 0) in uvec4 attrDataSem0;
|
};
|
||||||
layout(location = 1) in uvec4 attrDataSem1;
|
#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 attrDataSem1;
|
||||||
out gl_PerVertex
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
vec4 gl_Position;
|
vec4 gl_Position;
|
||||||
@ -77,7 +102,7 @@ PS1f = R4f.x;
|
|||||||
R3f.x = PV1f.z;
|
R3f.x = PV1f.z;
|
||||||
R4f.y = R2f.y;
|
R4f.y = R2f.y;
|
||||||
// export
|
// export
|
||||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
|
||||||
// export
|
// export
|
||||||
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z);
|
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z);
|
||||||
// export
|
// export
|
||||||
|
@ -1,15 +1,40 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
#extension GL_ARB_shading_language_packing : 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 842a19b509f8b91a
|
// shader 842a19b509f8b91a
|
||||||
// Used for: General Blur vertical
|
// Used for: General Blur vertical
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 0, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedVS[1];
|
uniform ivec4 uf_remappedVS[1];
|
||||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
|
||||||
layout(location = 0) in uvec4 attrDataSem0;
|
};
|
||||||
layout(location = 1) in uvec4 attrDataSem1;
|
#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 attrDataSem1;
|
||||||
out gl_PerVertex
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
vec4 gl_Position;
|
vec4 gl_Position;
|
||||||
@ -92,7 +117,7 @@ PS1f = R2f.z;
|
|||||||
// 4
|
// 4
|
||||||
R4f.xzw = vec3(R2f.x,PS1f,R2f.y);
|
R4f.xzw = vec3(R2f.x,PS1f,R2f.y);
|
||||||
// export
|
// export
|
||||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
|
||||||
// export
|
// export
|
||||||
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||||
// export
|
// export
|
||||||
|
@ -1,15 +1,40 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
#extension GL_ARB_shading_language_packing : 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 8d68a0e3561ff525
|
// shader 8d68a0e3561ff525
|
||||||
// Used for: Horizontal Gameplay Blur
|
// Used for: Horizontal Gameplay Blur
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 0, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedVS[1];
|
uniform ivec4 uf_remappedVS[1];
|
||||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
|
||||||
layout(location = 0) in uvec4 attrDataSem0;
|
};
|
||||||
layout(location = 1) in uvec4 attrDataSem1;
|
#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 attrDataSem1;
|
||||||
out gl_PerVertex
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
vec4 gl_Position;
|
vec4 gl_Position;
|
||||||
@ -90,7 +115,7 @@ R2f.y = backupReg0f + -(R126f.y);
|
|||||||
R2f.z = backupReg0f + R126f.y;
|
R2f.z = backupReg0f + R126f.y;
|
||||||
R2f.w = backupReg0f;
|
R2f.w = backupReg0f;
|
||||||
// export
|
// export
|
||||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
|
||||||
// export
|
// export
|
||||||
passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||||
// export
|
// export
|
||||||
|
@ -1,12 +1,38 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : 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 b727c08e3b534992
|
// shader b727c08e3b534992
|
||||||
// Used for: Second glitter bloom pass
|
// Used for: Second glitter bloom pass
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[10];
|
uniform ivec4 uf_remappedPS[10];
|
||||||
layout(binding = 1) uniform sampler2DArray textureUnitPS1;// Tex1 addr 0xf50ed800 res 320x180x6 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[10];
|
||||||
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2DArray textureUnitPS1;
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
layout(location = 1) out vec4 passPixelColor1;
|
layout(location = 1) out vec4 passPixelColor1;
|
||||||
@ -14,7 +40,7 @@ layout(location = 2) out vec4 passPixelColor2;
|
|||||||
layout(location = 3) out vec4 passPixelColor3;
|
layout(location = 3) out vec4 passPixelColor3;
|
||||||
layout(location = 4) out vec4 passPixelColor4;
|
layout(location = 4) out vec4 passPixelColor4;
|
||||||
layout(location = 5) out vec4 passPixelColor5;
|
layout(location = 5) out vec4 passPixelColor5;
|
||||||
uniform vec2 uf_fragCoordScale;
|
// uf_fragCoordScale was moved to the ufBlock
|
||||||
int clampFI32(int v)
|
int clampFI32(int v)
|
||||||
{
|
{
|
||||||
if( v == 0x7FFFFFFF )
|
if( v == 0x7FFFFFFF )
|
||||||
|
@ -1,17 +1,43 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#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
|
||||||
|
#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 be99d80628d31127 //AA PS
|
// shader be99d80628d31127 //AA PS
|
||||||
// Used for: Another vertical blur
|
// Used for: Another vertical blur
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 2) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[4];
|
uniform ivec4 uf_remappedPS[4];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5800800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
uniform vec4 uf_fragCoordScale;
|
||||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4341000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[4];
|
||||||
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
|
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
||||||
layout(location = 0) in vec4 passParameterSem2;
|
layout(location = 0) in vec4 passParameterSem2;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
// uf_fragCoordScale was moved to the ufBlock
|
||||||
int clampFI32(int v)
|
int clampFI32(int v)
|
||||||
{
|
{
|
||||||
if( v == 0x7FFFFFFF )
|
if( v == 0x7FFFFFFF )
|
||||||
|
@ -1,7 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#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
|
||||||
#extension GL_ARB_shading_language_packing : enable
|
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
#define gl_VertexID gl_VertexIndex
|
#define gl_VertexID gl_VertexIndex
|
||||||
#define gl_InstanceID gl_InstanceIndex
|
#define gl_InstanceID gl_InstanceIndex
|
||||||
@ -9,13 +8,37 @@
|
|||||||
#else
|
#else
|
||||||
#define SET_POSITION(_v) gl_Position = _v
|
#define SET_POSITION(_v) gl_Position = _v
|
||||||
#endif
|
#endif
|
||||||
|
#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 c27612e2f7126ebf
|
// shader c27612e2f7126ebf
|
||||||
//switch palace low res reflection 256x240 / 240x240 hz
|
//switch palace low res reflection 256x240 / 240x240 hz
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 0, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedVS[5];
|
uniform ivec4 uf_remappedVS[5];
|
||||||
layout(location = 0) in uvec4 attrDataSem0;
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedVS[5];
|
||||||
|
#endif
|
||||||
|
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||||
out gl_PerVertex
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
vec4 gl_Position;
|
vec4 gl_Position;
|
||||||
|
@ -1,7 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#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
|
||||||
#extension GL_ARB_shading_language_packing : enable
|
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
#define gl_VertexID gl_VertexIndex
|
#define gl_VertexID gl_VertexIndex
|
||||||
#define gl_InstanceID gl_InstanceIndex
|
#define gl_InstanceID gl_InstanceIndex
|
||||||
@ -9,14 +8,38 @@
|
|||||||
#else
|
#else
|
||||||
#define SET_POSITION(_v) gl_Position = _v
|
#define SET_POSITION(_v) gl_Position = _v
|
||||||
#endif
|
#endif
|
||||||
|
#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 c4eaec09897d525e
|
// shader c4eaec09897d525e
|
||||||
//reflection
|
//reflection
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 0, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedVS[1];
|
uniform ivec4 uf_remappedVS[1];
|
||||||
layout(location = 0) in uvec4 attrDataSem0;
|
};
|
||||||
layout(location = 1) in uvec4 attrDataSem1;
|
#else
|
||||||
|
uniform ivec4 uf_remappedVS[1];
|
||||||
|
#endif
|
||||||
|
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||||
|
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||||
out gl_PerVertex
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
vec4 gl_Position;
|
vec4 gl_Position;
|
||||||
|
@ -1,7 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#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
|
||||||
#extension GL_ARB_shading_language_packing : enable
|
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
#define gl_VertexID gl_VertexIndex
|
#define gl_VertexID gl_VertexIndex
|
||||||
#define gl_InstanceID gl_InstanceIndex
|
#define gl_InstanceID gl_InstanceIndex
|
||||||
@ -9,13 +8,37 @@
|
|||||||
#else
|
#else
|
||||||
#define SET_POSITION(_v) gl_Position = _v
|
#define SET_POSITION(_v) gl_Position = _v
|
||||||
#endif
|
#endif
|
||||||
|
#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 d9c81460d6984bb2
|
// shader d9c81460d6984bb2
|
||||||
//switch palace reflection hz
|
//switch palace reflection hz
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 0, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedVS[5];
|
uniform ivec4 uf_remappedVS[5];
|
||||||
layout(location = 0) in uvec4 attrDataSem0;
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedVS[5];
|
||||||
|
#endif
|
||||||
|
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||||
out gl_PerVertex
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
vec4 gl_Position;
|
vec4 gl_Position;
|
||||||
|
@ -1,7 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#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
|
||||||
#extension GL_ARB_shading_language_packing : enable
|
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
#define gl_VertexID gl_VertexIndex
|
#define gl_VertexID gl_VertexIndex
|
||||||
#define gl_InstanceID gl_InstanceIndex
|
#define gl_InstanceID gl_InstanceIndex
|
||||||
@ -9,15 +8,39 @@
|
|||||||
#else
|
#else
|
||||||
#define SET_POSITION(_v) gl_Position = _v
|
#define SET_POSITION(_v) gl_Position = _v
|
||||||
#endif
|
#endif
|
||||||
|
#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 e4e4a60266119f75
|
// shader e4e4a60266119f75
|
||||||
//reflection
|
//reflection
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 0, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedVS[1];
|
uniform ivec4 uf_remappedVS[1];
|
||||||
layout(location = 0) in uvec4 attrDataSem0;
|
};
|
||||||
layout(location = 1) in uvec4 attrDataSem1;
|
#else
|
||||||
|
uniform ivec4 uf_remappedVS[1];
|
||||||
|
#endif
|
||||||
|
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||||
|
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||||
out gl_PerVertex
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
vec4 gl_Position;
|
vec4 gl_Position;
|
||||||
|
@ -1,7 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#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
|
||||||
#extension GL_ARB_shading_language_packing : enable
|
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
#define gl_VertexID gl_VertexIndex
|
#define gl_VertexID gl_VertexIndex
|
||||||
#define gl_InstanceID gl_InstanceIndex
|
#define gl_InstanceID gl_InstanceIndex
|
||||||
@ -9,13 +8,37 @@
|
|||||||
#else
|
#else
|
||||||
#define SET_POSITION(_v) gl_Position = _v
|
#define SET_POSITION(_v) gl_Position = _v
|
||||||
#endif
|
#endif
|
||||||
|
#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 fa47a4b5f1304f51
|
// shader fa47a4b5f1304f51
|
||||||
// low res reflection
|
// low res reflection
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 0, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedVS[5];
|
uniform ivec4 uf_remappedVS[5];
|
||||||
layout(location = 0) in uvec4 attrDataSem0;
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedVS[5];
|
||||||
|
#endif
|
||||||
|
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||||
out gl_PerVertex
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
vec4 gl_Position;
|
vec4 gl_Position;
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 0005000010145D00,0005000010145C00,0005000010106100
|
|||||||
name = Resolution
|
name = Resolution
|
||||||
path = "Super Mario 3D World/Graphics/Resolution"
|
path = "Super Mario 3D World/Graphics/Resolution"
|
||||||
description = Changes the resolution of the game.
|
description = Changes the resolution of the game.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = 1280x720 (Default)
|
name = 1280x720 (Default)
|
||||||
|
Loading…
Reference in New Issue
Block a user