mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-22 16:11:47 +01:00
Update TPHD and Devils Third to v4
Both were fully verified, so no issues should be present. This basically means that every game that runs properly (Star Wars doesn't go in-game, Tokyo Mirage is also very buggy and the upscaling filters don't work with cemu yet) before V5 will have graphic packs at least.
This commit is contained in:
parent
282e0c3430
commit
6c14f4aff1
@ -1,15 +1,40 @@
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#version 420
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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_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 161904c2816b059d
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// Used for: Horizontal & Vertical Bloom Blur Pass
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float resScale = ($width/$gameWidth);
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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 vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem8;
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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};
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#else
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uniform ivec4 uf_remappedVS[5];
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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 attrDataSem8;
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out gl_PerVertex
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{
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vec4 gl_Position;
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@ -77,7 +102,7 @@ backupReg0f = R1f.x;
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R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg1f) + vec3(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z));
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R1f.w = backupReg0f + intBitsToFloat(uf_remappedVS[4].w)/resScale;
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// export
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gl_Position = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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SET_POSITION(vec4(R2f.x, R2f.y, R2f.z, R2f.w));
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// export
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passParameterSem129 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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@ -1,13 +1,39 @@
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#version 420
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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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#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 888e5d95da8037e2
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// Used for: Horizontal & Vertical Blur Pass
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float resScale = ($width/$gameWidth);
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[1];
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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[1];
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uniform vec2 uf_fragCoordScale;
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x15c36000 res 320x180x1 dim 1 tm: 4 format 0810 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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#endif
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// uf_fragCoordScale was moved to the ufBlock
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem129;
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layout(location = 0) out vec4 passPixelColor0;
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int clampFI32(int v)
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@ -3,7 +3,7 @@ titleIds = 0005000010177600,0005000010177700,0005000010197d00
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name = Resolution
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path = "Devil's Third/Graphics/Resolution"
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description = Changes the resolution of the game. Made by Crementif.
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version = 3
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version = 4
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[Preset]
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name = 1280x720 (Default)
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@ -1,16 +1,39 @@
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#version 420
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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_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 15e4acf324eb0912 missing
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//map mission objectives missing
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const float UIx = $UIAspectX;
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const float UIy = $UIAspectY;
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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[7];
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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layout(location = 2) in uvec4 attrDataSem2;
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};
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#else
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uniform ivec4 uf_remappedVS[7];
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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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ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
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out gl_PerVertex
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{
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vec4 gl_Position;
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@ -117,7 +140,7 @@ PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R1f.w = tempf.x;
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// export
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gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
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SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w));
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// export
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// skipped export to semanticId 255
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// export
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@ -1,15 +1,38 @@
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#version 420
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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_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 18893ce415f2fcc7
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//Map icon position
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const float UIx = $UIAspectX;
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const float UIy = $UIAspectY;
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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[7];
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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layout(location = 2) in uvec4 attrDataSem2;
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};
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#else
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uniform ivec4 uf_remappedVS[7];
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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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ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
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out gl_PerVertex
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{
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vec4 gl_Position;
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@ -116,7 +139,7 @@ PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R1f.w = tempf.x;
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// export
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gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
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SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w));
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// export
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// skipped export to semanticId 255
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// export
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@ -1,15 +1,38 @@
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#version 420
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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_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 1caed2ca3d14f36b
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//object box bg 2
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const float UIx = $UIAspectX;
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const float UIy = $UIAspectY;
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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[10];
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem2;
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};
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#else
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uniform ivec4 uf_remappedVS[10];
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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 attrDataSem2;
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out gl_PerVertex
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{
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vec4 gl_Position;
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@ -112,7 +135,7 @@ R1f.w = tempf.x;
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R0f.xyz = vec3(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z));
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R0f.w = intBitsToFloat(uf_remappedVS[7].w);
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// export
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gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
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SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w));
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// export
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passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// 0
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@ -1,17 +1,40 @@
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#version 420
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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_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 24b09ef9b11b98d5
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//UI text front
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const float UIx = $UIAspectX;
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const float UIy = $UIAspectY;
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const float UItransp = $UItransp;
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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[7];
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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layout(location = 2) in uvec4 attrDataSem2;
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};
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#else
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uniform ivec4 uf_remappedVS[7];
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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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ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
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out gl_PerVertex
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{
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vec4 gl_Position;
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@ -117,7 +140,7 @@ PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R3f.w = tempf.x;
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// export
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gl_Position = vec4(R3f.x*UIx, R3f.y*UIy, R3f.z, R3f.w);
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SET_POSITION(vec4(R3f.x*UIx, R3f.y*UIy, R3f.z, R3f.w));
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// export
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passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w*UItransp);
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// export
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@ -1,15 +1,38 @@
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#version 420
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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_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)
|
||||
#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 27b429c755f71162
|
||||
//Map arrows
|
||||
const float UIx = $UIAspectX;
|
||||
const float UIy = $UIAspectY;
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[11];
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
layout(location = 2) in uvec4 attrDataSem2;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[11];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
@ -122,7 +145,7 @@ R2f.w = tempf.x;
|
||||
R5f.z = R126f.w;
|
||||
PS0f = R5f.z;
|
||||
// export
|
||||
gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w);
|
||||
SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
|
@ -1,15 +1,38 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : 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 4f5f72f9eec53a90
|
||||
//BG box 3
|
||||
const float UIx = $UIAspectX;
|
||||
const float UIy = $UIAspectY;
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[9];
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
layout(location = 2) in uvec4 attrDataSem2;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[9];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
@ -116,7 +139,7 @@ PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R2f.w = tempf.x;
|
||||
// export
|
||||
gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w);
|
||||
SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
|
@ -1,15 +1,38 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : 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 5f2ae4dbd2256d0c
|
||||
//minimap
|
||||
const float UIx = $UIAspectX;
|
||||
const float UIy = $UIAspectY;
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
layout(location = 2) in uvec4 attrDataSem2;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
@ -115,7 +138,7 @@ PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R1f.w = tempf.x;
|
||||
// export
|
||||
gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
|
||||
SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w));
|
||||
// export
|
||||
passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
// export
|
||||
|
@ -1,17 +1,40 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : 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 6dc0977212eae7b3
|
||||
//hearts
|
||||
const float UIx = $UIAspectX;
|
||||
const float UIy = $UIAspectY;
|
||||
const float UItransp = $UItransp;
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
layout(location = 2) in uvec4 attrDataSem2;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
@ -120,7 +143,7 @@ PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R2f.w = tempf.x;
|
||||
// export
|
||||
gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w);
|
||||
SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w*UItransp);
|
||||
// export
|
||||
|
@ -1,14 +1,37 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : 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 70e776430cd020a9
|
||||
//box bg 5
|
||||
const float UIx = $UIAspectX;
|
||||
const float UIy = $UIAspectY;
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[10];
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem2;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[10];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem2;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
@ -116,7 +139,7 @@ R1f.w = tempf.x;
|
||||
R0f.xyz = vec3(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z));
|
||||
R0f.w = intBitsToFloat(uf_remappedVS[7].w);
|
||||
// export
|
||||
gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
|
||||
SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
// export
|
||||
|
@ -1,15 +1,38 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : 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 7674f1be5f1b1e0c
|
||||
//object box BG
|
||||
const float UIx = $UIAspectX;
|
||||
const float UIy = $UIAspectY;
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[9];
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
layout(location = 2) in uvec4 attrDataSem2;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[9];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
@ -116,7 +139,7 @@ PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R2f.w = tempf.x;
|
||||
// export
|
||||
gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w);
|
||||
SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
|
@ -1,16 +1,39 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : 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 7c5a0f2532be049f
|
||||
//Map highlight
|
||||
const float UIx = $UIAspectX;
|
||||
const float UIy = $UIAspectY;
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
layout(location = 2) in uvec4 attrDataSem2;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
@ -119,7 +142,7 @@ PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R2f.w = tempf.x;
|
||||
// export
|
||||
gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w);
|
||||
SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
|
@ -1,14 +1,37 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : 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 7fc573264230ed00
|
||||
//lights bloom sensor
|
||||
const float UIx = $UIAspectX;
|
||||
const float UIy = $UIAspectY;
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[10];
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem2;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[10];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem2;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
@ -111,7 +134,7 @@ R1f.w = tempf.x;
|
||||
R0f.xyz = vec3(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z));
|
||||
R0f.w = intBitsToFloat(uf_remappedVS[7].w);
|
||||
// export
|
||||
gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
|
||||
SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
// 0
|
||||
|
@ -1,16 +1,39 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : 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 827afe113fd67658
|
||||
//lamp oil indicator
|
||||
const float UIx = $UIAspectX;
|
||||
const float UIy = $UIAspectY;
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[9];
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
layout(location = 2) in uvec4 attrDataSem2;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[9];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
@ -113,7 +136,7 @@ PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R2f.w = tempf.x;
|
||||
// export
|
||||
gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w);
|
||||
SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// 0
|
||||
|
@ -1,16 +1,39 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : 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 85b15b7fe92662bb
|
||||
//map dungeon BG
|
||||
const float UIx = $UIAspectX;
|
||||
const float UIy = $UIAspectY;
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
layout(location = 2) in uvec4 attrDataSem2;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
@ -116,7 +139,7 @@ PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R1f.w = tempf.x;
|
||||
// export
|
||||
gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
|
||||
SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w));
|
||||
// export
|
||||
passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
// export
|
||||
|
@ -1,12 +1,38 @@
|
||||
#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 95a5a89d62998e0d
|
||||
// blur
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[3];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[3];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf59ff000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
// uf_fragCoordScale was moved to the ufBlock
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
@ -38,7 +64,7 @@ ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw);
|
||||
R0f = GET_FRAGCOORD();
|
||||
scaler = uf_fragCoordScale.x;
|
||||
// 0
|
||||
R7f.x = R0f.x * intBitsToFloat(0x3b088889);
|
||||
|
@ -1,18 +1,18 @@
|
||||
------
|
||||
### The Legend of Zelda: Twilight Princess HD
|
||||
### TLoZ Twilight Princess HD
|
||||
------
|
||||
### Graphic Options
|
||||
### Graphic options
|
||||
|
||||
3840x4320 vert x2 SSAA - Runs the game at double vertical res balancing look and performance when super sampling. Run full screen scaling in stretched and bilinear when activating this option.
|
||||
3840x4320 vert x2 SSAA - Runs the game at double vertical res balancing look and performance when super sampling. Run full screen scaling in stretched and bilinear when activating this option.
|
||||
|
||||
0.5 Sub scaling - Runs transparencies and blur at half resolution, slight performance improvement (in higher resolutions).
|
||||
0.5 Sub scaling - Runs transparances and blur at half resolution, slight performance improvement (in higher resolutions).
|
||||
|
||||
UI 25% transparency - Dims static GUI elements, making them slightly transparent. Reduces chance of burn in when using Oled or plasma display.
|
||||
UI 25% transp - Dims static GUI elements, making them slightly transparent. Reduces chance of burn in when using Oled or plasma display.
|
||||
|
||||
|
||||
### Nice to know when creating a custom resolution
|
||||
### Nice to know when creating a custom resolution
|
||||
|
||||
There are some issues with AO and light sources, to mitigate this some “sub” viewports need to scale evenly. XCX uses a similar approach to get smooth shadow transitions.
|
||||
There are some issues with AO and light sources, to mitigate this some “sub” viewports need to scale evenly. XCX uses a similar approach to get smooth shadow transitions.
|
||||
|
||||
Example:
|
||||
```
|
||||
@ -43,4 +43,6 @@ formats = 0x001
|
||||
overwriteWidth = ($width/$gameWidth) * (1024*$lightSource*$scaleShader)
|
||||
overwriteHeight = ($height/$gameHeight) * (544*$lightSource)
|
||||
```
|
||||
![21:9](https://i.imgur.com/jVQrzpm.jpg)
|
||||
![21:9](TP21_9.jpg)
|
||||
|
||||
|
||||
|
@ -1,15 +1,38 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : 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 acbedb86f89efae4
|
||||
//mapscreen bg
|
||||
const float UIx = $UIAspectX;
|
||||
const float UIy = $UIAspectY;
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
layout(location = 2) in uvec4 attrDataSem2;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
@ -115,7 +138,7 @@ PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R1f.w = tempf.x;
|
||||
// export
|
||||
gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
|
||||
SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w));
|
||||
// export
|
||||
passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
// export
|
||||
|
@ -1,15 +1,38 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : 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 aebb1e76797684a2
|
||||
//UI text bg
|
||||
const float UIx = $UIAspectX;
|
||||
const float UIy = $UIAspectY;
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
layout(location = 2) in uvec4 attrDataSem2;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
@ -118,7 +141,7 @@ PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R2f.w = tempf.x;
|
||||
// export
|
||||
gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w);
|
||||
SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
|
@ -1,14 +1,37 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : 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 b5241d6db4feef42
|
||||
//selection highlight
|
||||
const float UIx = $UIAspectX;
|
||||
const float UIy = $UIAspectY;
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[10];
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem2;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[10];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem2;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
@ -116,7 +139,7 @@ R1f.w = tempf.x;
|
||||
R0f.xyz = vec3(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z));
|
||||
R0f.w = intBitsToFloat(uf_remappedVS[7].w);
|
||||
// export
|
||||
gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
|
||||
SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
// export
|
||||
|
@ -1,14 +1,38 @@
|
||||
#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 c14019840473ff86
|
||||
//scale boxblur fx
|
||||
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5187000 res 1920x1080x1 dim 1 tm: 4 format 0011 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 2) uniform ufBlock
|
||||
{
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
|
@ -1,12 +1,38 @@
|
||||
#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 c612390d4c70f430 //cutscene focus n bloom
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[5];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[5];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf597f000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
// uf_fragCoordScale was moved to the ufBlock
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
@ -38,7 +64,7 @@ ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw);
|
||||
R0f = GET_FRAGCOORD();
|
||||
scaler = uf_fragCoordScale.x;
|
||||
// 0
|
||||
R7f.x = R0f.x * intBitsToFloat(0x3b088889);
|
||||
|
@ -1,16 +1,39 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : 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 ce7aa5fffc34aab0
|
||||
//action buttons
|
||||
const float UIx = $UIAspectX;
|
||||
const float UIy = $UIAspectY;
|
||||
const float UItransp = $UItransp;
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
layout(location = 2) in uvec4 attrDataSem2;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
@ -116,7 +139,7 @@ PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R3f.w = tempf.x;
|
||||
// export
|
||||
gl_Position = vec4(R3f.x*UIx, R3f.y*UIy, R3f.z, R3f.w);
|
||||
SET_POSITION(vec4(R3f.x*UIx, R3f.y*UIy, R3f.z, R3f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w*UItransp);
|
||||
// export
|
||||
|
@ -1,16 +1,39 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : 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 e9d455979cba2505
|
||||
//dungeon objects
|
||||
const float UIx = $UIAspectX;
|
||||
const float UIy = $UIAspectY;
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
layout(location = 2) in uvec4 attrDataSem2;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
@ -117,7 +140,7 @@ PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R1f.w = tempf.x;
|
||||
// export
|
||||
gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
|
||||
SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w));
|
||||
// export
|
||||
// skipped export to semanticId 255
|
||||
// export
|
||||
|
@ -1,15 +1,38 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : 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 eec9403a9d54137e
|
||||
//Map bg middle layer
|
||||
const float UIx = $UIAspectX;
|
||||
const float UIy = $UIAspectY;
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
layout(location = 2) in uvec4 attrDataSem2;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
@ -118,7 +141,7 @@ PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R2f.w = tempf.x;
|
||||
// export
|
||||
gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w);
|
||||
SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
|
@ -1,15 +1,38 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : 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 f017fcfaf1bd28ab
|
||||
const float UIx = $UIAspectX;
|
||||
const float UIy = $UIAspectY;
|
||||
|
||||
//amiibo
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
@ -114,7 +137,7 @@ PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R1f.w = tempf.x;
|
||||
// export
|
||||
gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
|
||||
SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w));
|
||||
// export
|
||||
passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
// export
|
||||
|
@ -1,16 +1,39 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : 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 f5034fe4aa1fec23
|
||||
//map fade
|
||||
const float UIx = $UIAspectX;
|
||||
const float UIy = $UIAspectY;
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
layout(location = 2) in uvec4 attrDataSem2;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
@ -119,7 +142,7 @@ PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R2f.w = tempf.x;
|
||||
// export
|
||||
gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w);
|
||||
SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
|
@ -1,15 +1,38 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : 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 fc148873ef522f50
|
||||
// objective shadow
|
||||
const float UIx = $UIAspectX;
|
||||
const float UIy = $UIAspectY;
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
layout(location = 2) in uvec4 attrDataSem2;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[7];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
@ -119,7 +142,7 @@ PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R2f.w = tempf.x;
|
||||
// export
|
||||
gl_Position = vec4(R2f.x*UIx, R2f.y, R2f.z, R2f.w);
|
||||
SET_POSITION(vec4(R2f.x*UIx, R2f.y, R2f.z, R2f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
|
@ -3,7 +3,7 @@ titleIds = 000500001019C800,000500001019E600,000500001019E500
|
||||
name = Resolution
|
||||
path = "The Legend of Zelda: Twilight Princess HD/Graphics/Resolution"
|
||||
description = Changes the resolution of the game. Made by getdls.
|
||||
version = 3
|
||||
version = 4
|
||||
|
||||
[Preset]
|
||||
name = 1920x1080 (Native)
|
||||
|
Loading…
Reference in New Issue
Block a user