diff --git a/src/CaptainToad/Graphics/37a4ec1a7dbc7391_00000000000003c9_ps.txt b/src/CaptainToad/Graphics/37a4ec1a7dbc7391_00000000000003c9_ps.txt new file mode 100644 index 00000000..936ff543 --- /dev/null +++ b/src/CaptainToad/Graphics/37a4ec1a7dbc7391_00000000000003c9_ps.txt @@ -0,0 +1,216 @@ +#version 450 +#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. + +#ifdef VULKAN +layout(set = 1, binding = 2) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[4]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[4]; +uniform vec2 uf_fragCoordScale; +#endif + +// shader 37a4ec1a7dbc7391 //AA fix +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); +#define AAENABLE $AAEnable + +#if (AAENABLE == 1) +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) out vec4 passPixelColor0; +// uf_fragCoordScale was moved to the ufBlock +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +bool activeMaskStack[2]; +bool activeMaskStackC[3]; +activeMaskStack[0] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem2; +if( activeMaskStackC[1] == true ) { +R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +R4f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +PV0f.x = max(R4f.z, R4f.x); +PV0f.y = min(R4f.w, R4f.y); +PV0f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x)); +PV0f.w = min(R4f.z, R4f.x); +PS0f = max(R4f.w, R4f.y); +// 1 +R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + PV0f.z); +PV1f.x = R123f.x; +PV1f.y = max(PV0f.x, PS0f); +R127f.z = R4f.z + -(R4f.y); +PV1f.z = R127f.z; +PV1f.w = min(PV0f.w, PV0f.y); +R126f.z = R4f.w + -(R4f.x); +PS1f = R126f.z; +// 2 +PV0f.x = max(PV1f.x, PV1f.y); +PV0f.y = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[1].x)); +PV0f.z = min(PV1f.x, PV1f.w); +R3f.x = PV1f.z + PS1f; +PS0f = R3f.x; +// 3 +R1f.x = max(PV0f.y, intBitsToFloat(uf_remappedPS[1].y)); +R3f.y = R127f.z + -(R126f.z); +R0f.w = -(PV0f.z) + PV0f.x; +// 4 +predResult = (R0f.w > R1f.x); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +R1f.x = R4f.y + R4f.x; +PV0f.x = R1f.x; +R1f.y = intBitsToFloat(uf_remappedPS[2].z) * 0.25; +R0f.w = max(R3f.x, -(R3f.x)); +PV0f.w = R0f.w; +R4f.x = max(R3f.y, -(R3f.y)); +PS0f = R4f.x; +// 1 +R1f.x = min(PV0f.w, PS0f); +R4f.y = -(intBitsToFloat(uf_remappedPS[3].y)); +R0f.z = intBitsToFloat(uf_remappedPS[3].x); +R0f.w = R4f.z + PV0f.x; +PV1f.w = R0f.w; +R4f.x = -(intBitsToFloat(uf_remappedPS[3].x)); +PS1f = R4f.x; +// 2 +R1f.z = R4f.w + PV1f.w; +PV0f.z = R1f.z; +R0f.w = intBitsToFloat(uf_remappedPS[3].y); +// 3 +backupReg0f = R1f.y; +R1f.y = (mul_nonIEEE(backupReg0f,PV0f.z) + intBitsToFloat(uf_remappedPS[2].w)); +PV1f.y = R1f.y; +// 4 +backupReg0f = R1f.x; +R1f.x = max(PV1f.y, backupReg0f); +PV0f.x = R1f.x; +// 5 +R1f.w = 1.0 / PV0f.x; +PS1f = R1f.w; +// 6 +R1f.x = R3f.x * PS1f; +PV0f.x = R1f.x; +R1f.y = R3f.y * PS1f; +PV0f.y = R1f.y; +// 7 +R1f.x = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[2].y))); +PV1f.x = R1f.x; +R1f.y = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[2].y))); +PV1f.y = R1f.y; +// 8 +R1f.x = min(PV1f.x, intBitsToFloat(uf_remappedPS[2].y)); +PV0f.x = R1f.x; +R1f.y = min(PV1f.y, intBitsToFloat(uf_remappedPS[2].y)); +PV0f.y = R1f.y; +// 9 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg2f = R0f.z; +backupReg0f = R0f.x; +backupReg3f = R0f.w; +backupReg1f = R0f.y; +R0f.x = (mul_nonIEEE(PV0f.x,R4f.x) / resXScale + backupReg0f); +R0f.y = (mul_nonIEEE(PV0f.y,R4f.y) / resYScale+ backupReg1f); +R0f.z = (mul_nonIEEE(PV0f.x,backupReg2f) / resXScale + backupReg0f); +R0f.w = (mul_nonIEEE(PV0f.y,backupReg3f) / resYScale+ backupReg1f); +} +if( activeMaskStackC[2] == true ) { +R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +PV0f.x = R0f.w + R1f.w; +PV0f.x /= 2.0; +PV0f.y = R0f.z + R1f.z; +PV0f.y /= 2.0; +PV0f.z = backupReg0f + R1f.y; +PV0f.z /= 2.0; +PV0f.w = backupReg1f + R1f.x; +PV0f.w /= 2.0; +// 1 +PV1f.x = -(R2f.w) + PV0f.x; +PV1f.y = -(R2f.z) + PV0f.y; +PV1f.z = -(R2f.y) + PV0f.z; +PV1f.w = -(R2f.x) + PV0f.w; +// 2 +backupReg0f = R2f.x; +backupReg1f = R2f.y; +backupReg2f = R2f.z; +backupReg3f = R2f.w; +R2f.x = (PV1f.w * intBitsToFloat(0x3f4ccccd) + backupReg0f); +R2f.y = (PV1f.z * intBitsToFloat(0x3f4ccccd) + backupReg1f); +R2f.z = (PV1f.y * intBitsToFloat(0x3f4ccccd) + backupReg2f); +R2f.w = (PV1f.x * intBitsToFloat(0x3f4ccccd) + backupReg3f); +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +// export +passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +} +#endif diff --git a/src/CaptainToad/Graphics/5c1761d13feccdff_0000000000000000_vs.txt b/src/CaptainToad/Graphics/5c1761d13feccdff_0000000000000000_vs.txt new file mode 100644 index 00000000..d9f46be6 --- /dev/null +++ b/src/CaptainToad/Graphics/5c1761d13feccdff_0000000000000000_vs.txt @@ -0,0 +1,104 @@ +#version 450 +#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 5c1761d13feccdff +//Bloom fix heat haze +const float resXScale = (float($width)/float($gameWidth)); +const float resYScale = (float($height)/float($gameHeight)); + +#ifdef VULKAN +layout(set = 0, binding = 0) uniform ufBlock +{ +uniform ivec4 uf_remappedVS[1]; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +}; +#else +uniform ivec4 uf_remappedVS[1]; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +#endif +// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock +ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem3; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = intBitsToFloat(0xbf800000); +R1f.w = 1.0; +PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resXScale); +// 1 +backupReg0f = R2f.y; +backupReg1f = R2f.x; +PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resXScale); +R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resYScale; +R2f.z = PS0f; +R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale; +PS1f = R2f.x; +// 2 +R2f.w = PV1f.x; +// export +SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +// export +passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +} diff --git a/src/CaptainToad/Graphics/6f5412f28bd716e8_0000000000000000_vs.txt b/src/CaptainToad/Graphics/6f5412f28bd716e8_0000000000000000_vs.txt new file mode 100644 index 00000000..deada605 --- /dev/null +++ b/src/CaptainToad/Graphics/6f5412f28bd716e8_0000000000000000_vs.txt @@ -0,0 +1,127 @@ +#version 450 +#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 6f5412f28bd716e8 +// Used for: Horizontal blur +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); + +#ifdef VULKAN +layout(set = 0, binding = 0) uniform ufBlock +{ +uniform ivec4 uf_remappedVS[1]; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +}; +#else +uniform ivec4 uf_remappedVS[1]; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +#endif +// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock +ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 2) out vec4 passParameterSem2; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R127f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 0.0; +R1f.w = 1.0; +PS0f = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3fb13a93) / resYScale; +// 1 +PV1f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x404ec4f0) / resYScale; +R127f.y = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x40a275f7) / resYScale; +R2f.z = R2f.y + PS0f; +PV1f.z = R2f.z; +R2f.w = R2f.y; +PV1f.w = R2f.w; +R0f.y = R2f.y + -(PS0f); +PS1f = R0f.y; +// 2 +R0f.x = R2f.x; +R3f.y = R2f.y + -(PV1f.x); +R0f.z = PV1f.z; +R0f.w = PV1f.w; +R2f.z = R2f.y + PV1f.x; +PS0f = R2f.z; +// 3 +R3f.x = R2f.x; +R4f.y = R2f.y + -(R127f.y); +R3f.z = PS0f; +R3f.w = R2f.y; +R2f.z = R2f.y + R127f.y; +PS1f = R2f.z; +// 4 +R4f.xzw = vec3(R2f.x,PS1f,R2f.y); +// export +SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +// export +passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +// export +passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); +} diff --git a/src/CaptainToad/Graphics/83f42767ee584d5a_000000000007fffd_ps.txt b/src/CaptainToad/Graphics/83f42767ee584d5a_000000000007fffd_ps.txt new file mode 100644 index 00000000..f16ea2a4 --- /dev/null +++ b/src/CaptainToad/Graphics/83f42767ee584d5a_000000000007fffd_ps.txt @@ -0,0 +1,253 @@ +#version 450 +#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 83f42767ee584d5a +// Used for: Third glitter bloom pass +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); + +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[5]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[5]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(1, 1, 0) uniform sampler2DArray textureUnitPS1; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +layout(location = 1) out vec4 passPixelColor1; +layout(location = 2) out vec4 passPixelColor2; +layout(location = 3) out vec4 passPixelColor3; +// uf_fragCoordScale was moved to the ufBlock +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R5f = vec4(0.0); +vec4 R6f = vec4(0.0); +vec4 R7f = vec4(0.0); +vec4 R8f = vec4(0.0); +vec4 R9f = vec4(0.0); +vec4 R10f = vec4(0.0); +vec4 R11f = vec4(0.0); +vec4 R122f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +// 0 +R1f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 1.0 + R0f.x); +R1f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 1.0 + R0f.y); +R0f.z = roundEven(0.0); +PV0f.z = R0f.z; +R1f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * intBitsToFloat(uf_remappedPS[1].y); +PV0f.w = R1f.w; +R2f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 2.0 + R0f.x); +PS0f = R2f.x; +// 1 +R3f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); +R2f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 2.0 + R0f.y); +R1f.z = PV0f.z; +R2f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.w; +R2f.z = PV0f.z; +PS1f = R2f.z; +// 2 +R5f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 1.0 + R0f.x); +R3f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); +R3f.z = R0f.z; +R5f.w = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 1.0 + R0f.y); +R6f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 2.0 + R0f.x); +PS0f = R6f.x; +R4f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); +R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz); +R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz); +R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.z)).xyz); +// 0 +backupReg0f = R1f.x; +R1f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); +R123f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R1f.y + R4f.y); +PV0f.y = R123f.y; +R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg0f + R4f.x); +PV0f.z = R123f.z; +R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R1f.z + R4f.z); +PV0f.w = R123f.w; +R0f.z = roundEven(1.0); +PS0f = R0f.z; +// 1 +R123f.x = (R1f.w * R2f.x + PV0f.z); +PV1f.x = R123f.x; +R123f.y = (R1f.w * R2f.z + PV0f.w); +PV1f.y = R123f.y; +R5f.z = PS0f; +R123f.w = (R1f.w * R2f.y + PV0f.y); +PV1f.w = R123f.w; +R6f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 2.0 + R0f.y); +PS1f = R6f.y; +// 2 +R11f.x = (R2f.w * R3f.x + PV1f.x); +R11f.y = (R2f.w * R3f.y + PV1f.w); +R11f.z = (R2f.w * R3f.z + PV1f.y); +R6f.w = R0f.z; +R1f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); +PS0f = R1f.y; +// 3 +R2f.x = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 1.0 + R0f.x); +R2f.y = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 1.0 + R0f.y); +R1f.z = R0f.z; +R4f.w = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 2.0 + R0f.x); +R8f.z = roundEven(2.0); +PS1f = R8f.z; +// 4 +R8f.x = R0f.x; +R8f.y = R0f.y; +R2f.z = PS1f; +R9f.w = R0f.y; +R9f.z = roundEven(intBitsToFloat(0x40400000)); +PS0f = R9f.z; +// 5 +R9f.x = R0f.x; +R3f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); +R7f.xyz = (texture(textureUnitPS1, vec3(R8f.x,R8f.y,R8f.z)).xyz); +R10f.xyz = (texture(textureUnitPS1, vec3(R9f.x,R9f.w,R9f.z)).xyz); +R5f.xyz = (texture(textureUnitPS1, vec3(R5f.x,R5f.w,R5f.z)).xyz); +// 0 +backupReg0f = R3f.x; +R3f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R5f.z + R3f.z); +R4f.y = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 2.0 + R0f.y); +R3f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R5f.y + R3f.y); +R5f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R5f.x + backupReg0f); +R4f.z = R8f.z; +PS0f = R4f.z; +R6f.xyz = (texture(textureUnitPS1, vec3(R6f.x,R6f.y,R6f.w)).xyz); +R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz); +R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz); +R4f.xyz = (texture(textureUnitPS1, vec3(R4f.w,R4f.y,R4f.z)).xyz); +// 0 +R123f.x = (R1f.w * R6f.y + R3f.z); +PV0f.x = R123f.x; +R123f.y = (R1f.w * R6f.z + R3f.x); +PV0f.y = R123f.y; +R127f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R2f.y + R7f.y); +R123f.w = (R1f.w * R6f.x + R5f.w); +PV0f.w = R123f.w; +R3f.x = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); +PS0f = R3f.x; +// 1 +backupReg0f = R2f.x; +backupReg1f = R2f.z; +R2f.x = (R2f.w * R1f.x + PV0f.w); +R2f.y = (R2f.w * R1f.y + PV0f.x); +R2f.z = (R2f.w * R1f.z + PV0f.y); +R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg0f + R7f.x); +PV1f.w = R123f.w; +R122f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg1f + R7f.z); +PS1f = R122f.x; +// 2 +R8f.x = (R1f.w * R4f.y + R127f.z); +R1f.y = (R1f.w * R4f.z + PS1f); +R3f.z = R8f.z; +R5f.w = (R1f.w * R4f.x + PV1f.w); +R3f.y = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); +PS0f = R3f.y; +// 3 +R4f.x = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * 1.0 + R0f.x); +R4f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * 1.0 + R0f.y); +R4f.z = R9f.z; +R8f.w = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * 2.0 + R0f.x); +R8f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * 2.0 + R0f.y); +PS1f = R8f.y; +// 4 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +R0f.x = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * intBitsToFloat(0x40400000) + backupReg0f); +R0f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * intBitsToFloat(0x40400000) + backupReg1f); +R8f.z = R9f.z; +R0f.w = R9f.z; +R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.z)).xyz); +R4f.xyz = (texture(textureUnitPS1, vec3(R4f.x,R4f.y,R4f.z)).xyz); +R9f.xyz = (texture(textureUnitPS1, vec3(R8f.w,R8f.y,R8f.z)).xyz); +R0f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.w)).xyz); +// 0 +backupReg0f = R1f.y; +R1f.x = (R2f.w * R3f.x + R5f.w); +R1f.y = (R2f.w * R3f.y + R8f.x); +R1f.z = (R2f.w * R3f.z + backupReg0f); +R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.z + R10f.z); +PV0f.w = R123f.w; +// 1 +R123f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.y + R10f.y); +PV1f.y = R123f.y; +R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.x + R10f.x); +PV1f.z = R123f.z; +R123f.w = (R1f.w * R9f.z + PV0f.w); +PV1f.w = R123f.w; +// 2 +R123f.x = (R1f.w * R9f.x + PV1f.z); +PV0f.x = R123f.x; +R9f.z = (R2f.w * R0f.z + PV1f.w); +R123f.w = (R1f.w * R9f.y + PV1f.y); +PV0f.w = R123f.w; +// 3 +R9f.x = (R2f.w * R0f.x + PV0f.x); +PV1f.x = R9f.x; +R9f.y = (R2f.w * R0f.y + PV0f.w); +PV1f.y = R9f.y; +// 4 +R6f.xyz = vec3(PV1f.x,PV1f.y,R9f.z); +R6f.w = R9f.w; +// 5 +R5f.xyz = vec3(R1f.x,R1f.y,R1f.z); +R5f.w = R1f.w; +// 6 +R4f.xyz = vec3(R2f.x,R2f.y,R2f.z); +R4f.w = R2f.w; +// 7 +R3f.xyz = vec3(R11f.x,R11f.y,R11f.z); +R3f.w = R11f.w; +// export +passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +passPixelColor1 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); +passPixelColor2 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); +passPixelColor3 = vec4(R6f.x, R6f.y, R6f.z, R6f.w); +} diff --git a/src/CaptainToad/Graphics/a0bda935c83e6f2a_0000000000000000_vs.txt b/src/CaptainToad/Graphics/a0bda935c83e6f2a_0000000000000000_vs.txt new file mode 100644 index 00000000..a88923ba --- /dev/null +++ b/src/CaptainToad/Graphics/a0bda935c83e6f2a_0000000000000000_vs.txt @@ -0,0 +1,125 @@ +#version 450 +#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 a0bda935c83e6f2a +// Used for: Vertical blur +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); + +#ifdef VULKAN +layout(set = 0, binding = 0) uniform ufBlock +{ +uniform ivec4 uf_remappedVS[1]; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +}; +#else +uniform ivec4 uf_remappedVS[1]; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +#endif +// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock +ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 2) out vec4 passParameterSem2; +layout(location = 0) out vec4 passParameterSem0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 0.0; +R1f.w = 1.0; +R127f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x3fb13a93) / resXScale; +PS0f = R127f.y; +// 1 +PV1f.x = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x404ec4f0) / resXScale; +R126f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x40a275f7) / resXScale; +R3f.z = R2f.x + PS0f; +R3f.w = R2f.x; +R3f.x = R2f.y; +PS1f = R3f.x; +// 2 +R0f.x = PS1f; +R3f.y = R2f.x + -(R127f.y); +R0f.z = R2f.x + PV1f.x; +R0f.w = R2f.x; +R0f.y = R2f.x + -(PV1f.x); +PS0f = R0f.y; +// 3 +backupReg0f = R2f.x; +backupReg0f = R2f.x; +backupReg0f = R2f.x; +R2f.x = R3f.x; +R2f.y = backupReg0f + -(R126f.y); +R2f.z = backupReg0f + R126f.y; +R2f.w = backupReg0f; +// export +SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +// export +passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +} diff --git a/src/CaptainToad/Graphics/cc5b29e8cb801fb8_000000000007fff9_ps.txt b/src/CaptainToad/Graphics/cc5b29e8cb801fb8_000000000007fff9_ps.txt new file mode 100644 index 00000000..24a262db --- /dev/null +++ b/src/CaptainToad/Graphics/cc5b29e8cb801fb8_000000000007fff9_ps.txt @@ -0,0 +1,214 @@ +#version 450 +#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 cc5b29e8cb801fb8 +// Used for: First glitter bloom pass +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); + +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[5]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[5]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +layout(location = 1) out vec4 passPixelColor1; +layout(location = 2) out vec4 passPixelColor2; +layout(location = 3) out vec4 passPixelColor3; +// uf_fragCoordScale was moved to the ufBlock +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R5f = vec4(0.0); +vec4 R6f = vec4(0.0); +vec4 R7f = vec4(0.0); +vec4 R8f = vec4(0.0); +vec4 R9f = vec4(0.0); +vec4 R10f = vec4(0.0); +vec4 R11f = vec4(0.0); +vec4 R12f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R124f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +R10f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +// 0 +R1f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale* 1.0 + R0f.x); +R1f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 1.0 + R0f.y); +R0f.z = (intBitsToFloat(uf_remappedPS[1].x)/resXScale * 1.0 + R0f.x); +R0f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * 1.0 + R0f.y); +R3f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 2.0 + R0f.x); +PS0f = R3f.x; +// 1 +R2f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 1.0 + R0f.x); +R2f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 1.0 + R0f.y); +R1f.z = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 1.0 + R0f.x); +R1f.w = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 1.0 + R0f.y); +R5f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 2.0 + R0f.x); +PS1f = R5f.x; +// 2 +R4f.x = (intBitsToFloat(uf_remappedPS[1].x)/resXScale * 2.0 + R0f.x); +R3f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 2.0 + R0f.y); +R4f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * 2.0 + R0f.y); +R4f.w = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); +R4f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); +PS0f = R4f.y; +// 3 +R6f.x = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 2.0 + R0f.x); +R5f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 2.0 + R0f.y); +R6f.z = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 2.0 + R0f.y); +R6f.w = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); +R6f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); +PS1f = R6f.y; +R7f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); +R8f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); +R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); +R9f.xyz = (texture(textureUnitPS0, R1f.zw).xyz); +R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz); +R11f.xyz = (texture(textureUnitPS0, R4f.xz).xyz); +R5f.xyz = (texture(textureUnitPS0, R5f.xy).xyz); +R12f.xyz = (texture(textureUnitPS0, R6f.xz).xyz); +// 0 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg0f = R0f.x; +backupReg1f = R0f.y; +R0f.x = (intBitsToFloat(uf_remappedPS[1].x)/resXScale * intBitsToFloat(0x40400000) + backupReg0f); +R0f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * intBitsToFloat(0x40400000) + backupReg1f); +R1f.z = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * intBitsToFloat(0x40400000) + backupReg0f); +R1f.w = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * intBitsToFloat(0x40400000) + backupReg1f); +// 1 +backupReg0f = R7f.x; +backupReg1f = R7f.y; +backupReg2f = R7f.z; +R7f.x = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * backupReg0f + R10f.x); +R7f.y = intBitsToFloat(uf_remappedPS[4].y)/resYScale * intBitsToFloat(uf_remappedPS[4].y); +R7f.z = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * backupReg1f + R10f.y); +R0f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * backupReg2f + R10f.z); +R2f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R8f.x + R10f.x); +PS1f = R2f.w; +R4f.xyz = (texture(textureUnitPS0, R4f.wy).xyz); +R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +R6f.xyz = (texture(textureUnitPS0, R6f.wy).xyz); +R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz); +// 0 +R127f.x = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R2f.x + R10f.x); +R127f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R2f.y + R10f.y); +R127f.z = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R8f.y + R10f.y); +R127f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R8f.z + R10f.z); +R126f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R2f.z + R10f.z); +PS0f = R126f.w; +// 1 +R126f.x = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R9f.y + R10f.y); +R126f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R9f.x + R10f.x); +R126f.z = (R7f.y * R3f.z + R0f.w); +R125f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R9f.z + R10f.z); +R124f.w = (R7f.y * R11f.x + R2f.w); +PS1f = R124f.w; +// 2 +backupReg0f = R127f.w; +R125f.x = (R7f.y * R11f.y + R127f.z); +R125f.y = intBitsToFloat(uf_remappedPS[4].y)/resYScale * R7f.y; +PV0f.y = R125f.y; +R127f.z = (R7f.y * R3f.y + R7f.z); +R123f.w = (R7f.y * R3f.x + R7f.x); +PV0f.w = R123f.w; +R127f.w = (R7f.y * R11f.z + backupReg0f); +PS0f = R127f.w; +// 3 +backupReg0f = R127f.y; +backupReg1f = R127f.x; +R127f.x = (R7f.y * R5f.z + R126f.w); +R127f.y = (R7f.y * R12f.z + R125f.w); +R125f.z = (R7f.y * R5f.y + backupReg0f); +R126f.w = (R7f.y * R5f.x + backupReg1f); +R5f.x = (PV0f.y * R4f.x + PV0f.w); +PS1f = R5f.x; +// 4 +R124f.z = (R7f.y * R12f.y + R126f.x); +R123f.w = (R7f.y * R12f.x + R126f.y); +PV0f.w = R123f.w; +// 5 +R7f.x = (R125f.y * R0f.x + R124f.w); +R5f.y = (R125f.y * R4f.y + R127f.z); +R5f.z = (R125f.y * R4f.z + R126f.z); +R12f.w = (R125f.y * R6f.x + R126f.w); +R4f.x = (R125f.y * R1f.x + PV0f.w); +PS1f = R4f.x; +// 6 +R12f.x = (R125f.y * R6f.y + R125f.z); +R7f.y = (R125f.y * R0f.y + R125f.x); +R7f.z = (R125f.y * R0f.z + R127f.w); +R12f.z = (R125f.y * R6f.z + R127f.x); +PS0f = R12f.z; +// 7 +R4f.y = (R125f.y * R1f.y + R124f.z); +PV1f.y = R4f.y; +R4f.z = (R125f.y * R1f.z + R127f.y); +PV1f.z = R4f.z; +// 8 +R3f.xyz = vec3(R4f.x,PV1f.y,PV1f.z); +R3f.w = R4f.w; +// 9 +R2f.xyz = vec3(R12f.w,R12f.x,R12f.z); +R2f.w = R12f.w; +// 10 +R1f.xyz = vec3(R7f.x,R7f.y,R7f.z); +R1f.w = R7f.w; +// 11 +R0f.xyz = vec3(R5f.x,R5f.y,R5f.z); +R0f.w = R5f.w; +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +passPixelColor2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +passPixelColor3 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +} diff --git a/src/CaptainToad/Graphics/d6228044a83341ca_000000000007fffd_ps.txt b/src/CaptainToad/Graphics/d6228044a83341ca_000000000007fffd_ps.txt new file mode 100644 index 00000000..8c9d94f1 --- /dev/null +++ b/src/CaptainToad/Graphics/d6228044a83341ca_000000000007fffd_ps.txt @@ -0,0 +1,288 @@ +#version 450 +#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 d6228044a83341ca +// Used for: Second glitter bloom pass +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); + +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[8]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[8]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(1, 1, 0) uniform sampler2DArray textureUnitPS1; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +layout(location = 1) out vec4 passPixelColor1; +layout(location = 2) out vec4 passPixelColor2; +layout(location = 3) out vec4 passPixelColor3; +// uf_fragCoordScale was moved to the ufBlock +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R5f = vec4(0.0); +vec4 R6f = vec4(0.0); +vec4 R7f = vec4(0.0); +vec4 R8f = vec4(0.0); +vec4 R9f = vec4(0.0); +vec4 R10f = vec4(0.0); +vec4 R11f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +// 0 +R1f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 1.0 + R0f.x); +R1f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 1.0 + R0f.y); +R0f.z = roundEven(0.0); +PV0f.z = R0f.z; +R1f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * intBitsToFloat(uf_remappedPS[1].y); +PV0f.w = R1f.w; +R2f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 2.0 + R0f.x); +PS0f = R2f.x; +// 1 +R3f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); +R2f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 2.0 + R0f.y); +R1f.z = PV0f.z; +R2f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.w; +R2f.z = PV0f.z; +PS1f = R2f.z; +// 2 +R5f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 1.0 + R0f.x); +R3f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); +R3f.z = R0f.z; +R5f.w = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 1.0 + R0f.y); +R6f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 2.0 + R0f.x); +PS0f = R6f.x; +R4f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); +R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz); +R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz); +R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.z)).xyz); +// 0 +PV0f.x = R1f.x * intBitsToFloat(uf_remappedPS[3].x)/resXScale; +PV0f.y = R1f.y * intBitsToFloat(uf_remappedPS[3].y)/resYScale; +R0f.z = roundEven(1.0); +PV0f.w = R1f.z * intBitsToFloat(uf_remappedPS[3].z)/resXScale; +// 1 +R127f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.w + R4f.z); +PV1f.y = R2f.x * intBitsToFloat(uf_remappedPS[4].x)/resXScale; +R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.y + R4f.y); +PV1f.z = R123f.z; +R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.x + R4f.x); +PV1f.w = R123f.w; +PS1f = R2f.y * intBitsToFloat(uf_remappedPS[4].y)/resYScale; +// 2 +PV0f.x = R3f.x * intBitsToFloat(uf_remappedPS[5].x)/resXScale; +R123f.y = (R1f.w * PS1f + PV1f.z); +PV0f.y = R123f.y; +R123f.z = (R1f.w * PV1f.y + PV1f.w); +PV0f.z = R123f.z; +PV0f.w = R2f.z * intBitsToFloat(uf_remappedPS[4].z)/resXScale; +PS0f = R3f.y * intBitsToFloat(uf_remappedPS[5].y)/resYScale; +// 3 +backupReg0f = R0f.z; +R11f.x = (R2f.w * PV0f.x + PV0f.z); +R11f.y = (R2f.w * PS0f + PV0f.y); +PV1f.z = R3f.z * intBitsToFloat(uf_remappedPS[5].z)/resXScale; +R123f.w = (R1f.w * PV0f.w + R127f.x); +PV1f.w = R123f.w; +R5f.z = backupReg0f; +PS1f = R5f.z; +// 4 +R1f.x = R0f.x; +R6f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 2.0 + R0f.y); +R11f.z = (R2f.w * PV1f.z + PV1f.w); +R6f.w = R0f.z; +R1f.z = roundEven(2.0); +PS0f = R1f.z; +// 5 +R9f.x = R0f.x; +R1f.y = R0f.y; +R9f.z = roundEven(intBitsToFloat(0x40400000)); +R9f.w = R0f.y; +R3f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); +R7f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz); +R10f.xyz = (texture(textureUnitPS1, vec3(R9f.x,R9f.w,R9f.z)).xyz); +R5f.xyz = (texture(textureUnitPS1, vec3(R5f.x,R5f.w,R5f.z)).xyz); +// 0 +backupReg0f = R0f.z; +PV0f.x = intBitsToFloat(uf_remappedPS[3].z)/resXScale * R5f.z; +PV0f.y = intBitsToFloat(uf_remappedPS[3].y)/resYScale * R5f.y; +PV0f.z = intBitsToFloat(uf_remappedPS[3].x)/resXScale * R5f.x; +R5f.w = backupReg0f; +R2f.z = R1f.z; +PS0f = R2f.z; +// 1 +backupReg0f = R3f.x; +R3f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.x + R3f.z); +R5f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); +R5f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.y + R3f.y); +R0f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.z + backupReg0f); +R5f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); +PS1f = R5f.x; +// 2 +R2f.x = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * 1.0 + R0f.x); +R2f.y = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * 1.0 + R0f.y); +R3f.z = R1f.z; +R3f.w = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * 2.0 + R0f.x); +R3f.y = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * 2.0 + R0f.y); +PS0f = R3f.y; +R6f.xyz = (texture(textureUnitPS1, vec3(R6f.x,R6f.y,R6f.w)).xyz); +R4f.xyz = (texture(textureUnitPS1, vec3(R5f.x,R5f.y,R5f.w)).xyz); +R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz); +R8f.xyz = (texture(textureUnitPS1, vec3(R3f.w,R3f.y,R3f.z)).xyz); +// 0 +PV0f.x = intBitsToFloat(uf_remappedPS[4].y)/resYScale * R6f.y; +PV0f.y = intBitsToFloat(uf_remappedPS[4].x)/resXScale * R6f.x; +R127f.z = intBitsToFloat(uf_remappedPS[4].x)/resXScale * R8f.x; +PV0f.w = intBitsToFloat(uf_remappedPS[4].z)/resXScale * R6f.z; +R127f.y = intBitsToFloat(uf_remappedPS[4].y)/resYScale * R8f.y; +PS0f = R127f.y; +// 1 +PV1f.x = intBitsToFloat(uf_remappedPS[5].x)/resXScale * R4f.x; +R123f.y = (R1f.w * PV0f.x + R5f.z); +PV1f.y = R123f.y; +R123f.z = (R1f.w * PV0f.y + R0f.w); +PV1f.z = R123f.z; +R127f.w = (R1f.w * PV0f.w + R3f.x); +PS1f = intBitsToFloat(uf_remappedPS[5].y)/resYScale * R4f.y; +// 2 +R3f.x = (R2f.w * PV1f.x + PV1f.z); +R3f.y = (R2f.w * PS1f + PV1f.y); +PV0f.z = intBitsToFloat(uf_remappedPS[3].x)/resXScale * R2f.x; +PV0f.w = intBitsToFloat(uf_remappedPS[5].z)/resXScale * R4f.z; +PS0f = intBitsToFloat(uf_remappedPS[3].y)/resYScale * R2f.y; +// 3 +R123f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.z + R7f.x); +PV1f.x = R123f.x; +PV1f.y = intBitsToFloat(uf_remappedPS[3].z)/resXScale * R2f.z; +R3f.z = (R2f.w * PV0f.w + R127f.w); +R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PS0f + R7f.y); +PV1f.w = R123f.w; +// 4 +R4f.x = (R1f.w * R127f.z + PV1f.x); +PV0f.y = intBitsToFloat(uf_remappedPS[4].z)/resXScale * R8f.z; +R4f.z = (R1f.w * R127f.y + PV1f.w); +R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV1f.y + R7f.z); +PV0f.w = R123f.w; +// 5 +R1f.x = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); +R1f.y = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); +R7f.z = R9f.z; +R0f.w = (R1f.w * PV0f.y + PV0f.w); +R7f.x = (intBitsToFloat(uf_remappedPS[7].x)/resXScale * 1.0 + R0f.x); +PS1f = R7f.x; +// 6 +R8f.x = (intBitsToFloat(uf_remappedPS[7].x)/resXScale * 2.0 + R0f.x); +R7f.y = (intBitsToFloat(uf_remappedPS[7].y)/resYScale * 1.0 + R0f.y); +R8f.z = R9f.z; +R8f.w = (intBitsToFloat(uf_remappedPS[7].y)/resYScale * 2.0 + R0f.y); +R2f.x = (intBitsToFloat(uf_remappedPS[7].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); +PS0f = R2f.x; +// 7 +R2f.y = (intBitsToFloat(uf_remappedPS[7].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); +R2f.z = R9f.z; +R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz); +R7f.xyz = (texture(textureUnitPS1, vec3(R7f.x,R7f.y,R7f.z)).xyz); +R8f.xyz = (texture(textureUnitPS1, vec3(R8f.x,R8f.w,R8f.z)).xyz); +R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz); +// 0 +PV0f.x = intBitsToFloat(uf_remappedPS[5].y)/resYScale * R1f.y; +PV0f.y = intBitsToFloat(uf_remappedPS[5].x)/resXScale * R1f.x; +R127f.z = intBitsToFloat(uf_remappedPS[5].x)/resXScale * R2f.x; +PV0f.w = intBitsToFloat(uf_remappedPS[5].z)/resXScale * R1f.z; +R126f.x = intBitsToFloat(uf_remappedPS[5].y)/resYScale * R2f.y; +PS0f = R126f.x; +// 1 +backupReg0f = R4f.x; +R4f.x = (R2f.w * PV0f.y + backupReg0f); +R4f.y = (R2f.w * PV0f.x + R4f.z); +R4f.z = (R2f.w * PV0f.w + R0f.w); +PV1f.w = intBitsToFloat(uf_remappedPS[3].x)/resXScale * R7f.x; +PS1f = intBitsToFloat(uf_remappedPS[3].y)/resYScale * R7f.y; +// 2 +R127f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV1f.w + R10f.x); +PV0f.y = intBitsToFloat(uf_remappedPS[3].z)/resXScale * R7f.z; +R127f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PS1f + R10f.y); +// 3 +PV1f.y = intBitsToFloat(uf_remappedPS[4].y)/resYScale * R8f.y; +PV1f.z = intBitsToFloat(uf_remappedPS[4].x)/resXScale * R8f.x; +R126f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.y + R10f.z); +// 4 +PV0f.x = intBitsToFloat(uf_remappedPS[4].z)/resXScale * R8f.z; +R127f.y = intBitsToFloat(uf_remappedPS[5].z)/resXScale * R2f.z; +R123f.z = (R1f.w * PV1f.y + R127f.w); +PV0f.z = R123f.z; +R123f.w = (R1f.w * PV1f.z + R127f.x); +PV0f.w = R123f.w; +// 5 +R2f.x = (R2f.w * R127f.z + PV0f.w); +R2f.y = (R2f.w * R126f.x + PV0f.z); +R123f.w = (R1f.w * PV0f.x + R126f.w); +PV1f.w = R123f.w; +// 6 +R2f.z = (R2f.w * R127f.y + PV1f.w); +PV0f.z = R2f.z; +// 7 +R8f.xyz = vec3(R2f.x,R2f.y,PV0f.z); +R8f.w = R2f.w; +// 8 +R7f.xyz = vec3(R4f.x,R4f.y,R4f.z); +R7f.w = R4f.w; +// 9 +R6f.xyz = vec3(R3f.x,R3f.y,R3f.z); +R6f.w = R3f.w; +// 10 +R5f.xyz = vec3(R11f.x,R11f.y,R11f.z); +R5f.w = R11f.w; +// export +passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); +passPixelColor1 = vec4(R6f.x, R6f.y, R6f.z, R6f.w); +passPixelColor2 = vec4(R7f.x, R7f.y, R7f.z, R7f.w); +passPixelColor3 = vec4(R8f.x, R8f.y, R8f.z, R8f.w); +} diff --git a/src/CaptainToad/Graphics/patch_resolution.asm b/src/CaptainToad/Graphics/patch_resolution.asm new file mode 100644 index 00000000..be683dbe --- /dev/null +++ b/src/CaptainToad/Graphics/patch_resolution.asm @@ -0,0 +1,23 @@ +[CaptainToad_Resolution_v16] +moduleMatches = 0x1B377483, 0x9E0461E7, 0x0576A725 ; v16(EU), v16(NA), v16(JP) +;rodata constants +0x0100A2D38 = .float $width/$height +0x0100C0164 = .float $width/$height +0x0100D982C = .float $width/$height +_aspectAddr = 0x0100A2D38 + +;Aspect Calculation +0x02373530 = lis r31, _aspectAddr@ha +0x02373534 = lfs f13, _aspectAddr@l(r31) + +[CaptainToad_Resolution_v0] +moduleMatches = 0xC64B0A12, 0x43781F76, 0xD80AD9B4 ; v1(EU), v1(NA), v1(JP) +;rodata constants +0x100A0EE0 = .float $width/$height +0x100BE2EC = .float $width/$height +0x100D79B4 = .float $width/$height +_aspectAddr = 0x100A0EE0 + +;Aspect Calculation +0x02368158 = lis r31, _aspectAddr@ha +0x0236815C = lfs f13, _aspectAddr@l(r31) diff --git a/src/CaptainToad/Graphics/rules.txt b/src/CaptainToad/Graphics/rules.txt new file mode 100644 index 00000000..0476ebda --- /dev/null +++ b/src/CaptainToad/Graphics/rules.txt @@ -0,0 +1,551 @@ +[Definition] +titleIds = 0005000010180600,0005000010180700,0005000010180500 +name = Graphics Settings +path = "Captain Toad: Treasure Tracker/Graphics" +description = Changes the resolution of the game and the quality of shadows.|Made by getdls and Ryce-Fast. +#Credits: getdls, Ryce-Fast +version = 6 + +[Default] +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 +$shadowRes = 1 +$AAEnable:int = 1 + +# Performance + +[Preset] +category = Resolution +name = 640x360 +$width = 640 +$height = 360 + +[Preset] +category = Resolution +name = 960x540 +$width = 960 +$height = 540 + +[Preset] +category = Resolution +name = 1280x720 (Default) +default = 1 + +# Common HD Resolutions + +[Preset] +category = Resolution +name = 1600x900 +$width = 1600 +$height = 900 + +[Preset] +category = Resolution +name = 1920x1080 +$width = 1920 +$height = 1080 + +[Preset] +category = Resolution +name = 2560x1440 +$width = 2560 +$height = 1440 + +[Preset] +category = Resolution +name = 3200x1800 +$width = 3200 +$height = 1800 + +[Preset] +category = Resolution +name = 3840x2160 +$width = 3840 +$height = 2160 + +[Preset] +category = Resolution +name = 5120x2880 +$width = 5120 +$height = 2880 + +[Preset] +category = Resolution +name = 7680x4320 +$width = 7680 +$height = 4320 + +# Common Ultrawide Resolutions + +[Preset] +category = Resolution +name = 2560x1080 (Ultrawide) +$width = 2560 +$height = 1080 + +[Preset] +category = Resolution +name = 3440x1440 (Ultrawide) +$width = 3440 +$height = 1440 + + +[Preset] +category = Shadows +name = Low (50%) +$shadowRes = 0.5 + +[Preset] +category = Shadows +name = Medium (100%, Default) +default = 1 + +[Preset] +category = Shadows +name = High (200%) +$shadowRes = 2 + +[Preset] +category = Shadows +name = Ultra (300%) +$shadowRes = 3 + +[Preset] +category = Shadows +name = Extreme (400%, Unstable) +$shadowRes = 4 + +[Preset] +category = Anti-Aliasing +name = Enable +$AAEnable:int = 1 + +[Preset] +category = Anti-Aliasing +name = Disable +$AAEnable:int = 0 + + +#Shadows + +[TextureRedefine] +width = 1024 +height = 1024 +formats = 0x005 +overwriteWidth = $shadowRes * 1024 +overwriteHeight = $shadowRes * 1024 + +#Resolution + +[TextureRedefine] +width = 1280 +height = 720 +formatsExcluded = 0x008,0x41A,0x034,0x035 0x008 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] #heat haze +width = 1152 +height = 720 +#formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 1152 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] #heat haze +width = 1128 +height = 720 +#formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 1128 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] #shadow +width = 1024 +height = 1024 +formats = 0x005 +overwriteWidth = ($width/$gameWidth) * 1024 +overwriteHeight = ($height/$gameHeight) * 1024 + +[TextureRedefine] #Zoom +width = 1024 +height = 608 +#formats = 0x80e,0x810 +overwriteWidth = ($width/$gameWidth) * 1024 +overwriteHeight = ($height/$gameHeight) * 608 + +[TextureRedefine] #Heat haze +width = 1024 +height = 512 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 1024 +overwriteHeight = ($height/$gameHeight) * 512 + +[TextureRedefine] #Zoom +width = 1000 +height = 600 +#formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 1000 +overwriteHeight = ($height/$gameHeight) * 600 + +[TextureRedefine] #sparkly mine +width = 896 +height = 480 +overwriteWidth = ($width/$gameWidth) * 896 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 864 +height = 480 +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 854 +height = 480 +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 +##672x405 +[TextureRedefine] #Depth 8 +width = 640 +height = 368 +#formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 368 + +[TextureRedefine] #Depth +width = 640 +height = 360 +#formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 640 +overwriteHeight = ($height/$gameHeight) * 360 + +[TextureRedefine] #heat haze zoomed +width = 576 +height = 368 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 576 +overwriteHeight = ($height/$gameHeight) * 368 + +[TextureRedefine] #816 fire transition, ? +width = 512 +height = 512 +formats = 0x816 # #0x431,0x235,0x034 +overwriteWidth = ($width/$gameWidth) * 512 +overwriteHeight = ($height/$gameHeight) * 512 + +[TextureRedefine] +width = 512 +height = 304 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 512 +overwriteHeight = ($height/$gameHeight) * 304 + +[TextureRedefine] +width = 512 +height = 256 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 512 +overwriteHeight = ($height/$gameHeight) * 256 + +[TextureRedefine] +width = 500 +height = 300 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 500 +overwriteHeight = ($height/$gameHeight) * 300 + +[TextureRedefine] # +width = 480 +height = 272 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 480 +overwriteHeight = ($height/$gameHeight) * 272 + +[TextureRedefine] +width = 480 +height = 270 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 480 +overwriteHeight = ($height/$gameHeight) * 270 + +[TextureRedefine] +width = 320 +height = 192 +#formats = +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 192 + +[TextureRedefine] +width = 320 +height = 180 +#formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 180 + +[TextureRedefine] #heat haze +width = 288 +height = 192 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 288 +overwriteHeight = ($height/$gameHeight) * 192 + +[TextureRedefine] #Transition fire +width = 282 +height = 180 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 282 +overwriteHeight = ($height/$gameHeight) * 180 + + +[TextureRedefine] +width = 256 +height = 256 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 256 +overwriteHeight = ($height/$gameHeight) * 256 + +[TextureRedefine] +width = 256 +height = 160 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 256 +overwriteHeight = ($height/$gameHeight) * 160 + +[TextureRedefine] +width = 256 +height = 144 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 256 +overwriteHeight = ($height/$gameHeight) * 144 + +[TextureRedefine] +width = 256 +height = 128 +formats = 0x816,0x806 +overwriteWidth = ($width/$gameWidth) * 256 +overwriteHeight = ($height/$gameHeight) * 128 + +[TextureRedefine] +width = 250 +height = 150 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 250 +overwriteHeight = ($height/$gameHeight) * 150 + +[TextureRedefine] +width = 240 +height = 135 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 240 +overwriteHeight = ($height/$gameHeight) * 135 + +[TextureRedefine] # mine sparkles +width = 224 +height = 128 +#formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 224 +overwriteHeight = ($height/$gameHeight) * 128 + +[TextureRedefine] # mine sparkles +width = 213 +height = 120 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 213 +overwriteHeight = ($height/$gameHeight) * 120 + +[TextureRedefine] +width = 160 +height = 96 +#formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 160 +overwriteHeight = ($height/$gameHeight) * 96 + +[TextureRedefine] +width = 160 +height = 90 +#formats = +overwriteWidth = ($width/$gameWidth) * 160 +overwriteHeight = ($height/$gameHeight) * 90 + +[TextureRedefine] +width = 128 +height = 128 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 128 +overwriteHeight = ($height/$gameHeight) * 128 + +[TextureRedefine] #Transition fire +width = 141 +height = 90 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 141 +overwriteHeight = ($height/$gameHeight) * 90 + +[TextureRedefine] +width = 128 +height = 80 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 128 +overwriteHeight = ($height/$gameHeight) * 80 + +[TextureRedefine] +width = 128 +height = 64 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 128 +overwriteHeight = ($height/$gameHeight) * 64 + +#[TextureRedefine] #haze +#width = 128 +#height = 16 +#formats = 0x823 +#overwriteWidth = ($width/$gameWidth) * 128 +#overwriteHeight = ($height/$gameHeight) * 16 + +[TextureRedefine] +width = 125 +height = 75 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 125 +overwriteHeight = ($height/$gameHeight) * 75 + +[TextureRedefine] +width = 120 +height = 67 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 120 +overwriteHeight = ($height/$gameHeight) * 67 + +[TextureRedefine] +width = 96 +height = 48 +#formats = +overwriteWidth = ($width/$gameWidth) * 96 +overwriteHeight = ($height/$gameHeight) * 48 + +[TextureRedefine] +width = 80 +height = 45 +#formats = +overwriteWidth = ($width/$gameWidth) * 80 +overwriteHeight = ($height/$gameHeight) * 45 + +[TextureRedefine] # Transition fire +width = 70 +height = 45 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 70 +overwriteHeight = ($height/$gameHeight) * 45 + +[TextureRedefine] +width = 64 +height = 64 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 64 +overwriteHeight = ($height/$gameHeight) * 64 + +[TextureRedefine] +width = 64 +height = 48 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 64 +overwriteHeight = ($height/$gameHeight) * 48 + +[TextureRedefine] +width = 64 +height = 32 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 64 +overwriteHeight = ($height/$gameHeight) * 32 + +[TextureRedefine] +width = 62 +height = 37 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 60 +overwriteHeight = ($height/$gameHeight) * 37 + +[TextureRedefine] +width = 60 +height = 33 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 60 +overwriteHeight = ($height/$gameHeight) * 33 + +[TextureRedefine] #transition fire +width = 40 +height = 22 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 40 +overwriteHeight = ($height/$gameHeight) * 22 + +[TextureRedefine] +width = 35 +height = 22 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 35 +overwriteHeight = ($height/$gameHeight) * 22 + +[TextureRedefine] +width = 32 +height = 32 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 32 +overwriteHeight = ($height/$gameHeight) * 32 + +[TextureRedefine] +width = 32 +height = 16 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 32 +overwriteHeight = ($height/$gameHeight) * 16 + +[TextureRedefine] +width = 31 +height = 18 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 31 +overwriteHeight = ($height/$gameHeight) * 18 + +[TextureRedefine] +width = 24 +height = 16 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 24 +overwriteHeight = ($height/$gameHeight) * 16 + +[TextureRedefine] +width = 20 +height = 11 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 20 +overwriteHeight = ($height/$gameHeight) * 11 + +[TextureRedefine] #Transition fire +width = 17 +height = 11 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 17 +overwriteHeight = ($height/$gameHeight) * 11 + +[TextureRedefine] +width = 16 +height = 16 +formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 16 +overwriteHeight = ($height/$gameHeight) * 16 + +[TextureRedefine] +width = 15 +height = 9 +formats = 0x816,0x823 +overwriteWidth = ($width/$gameWidth) * 15 +overwriteHeight = ($height/$gameHeight) * 9 + +#[TextureRedefine]# +#width = 8 +#height = 8 +#formats = 0x816 #,0x823 +#overwriteWidth = ($width/$gameWidth) * 8 +#overwriteHeight = ($height/$gameHeight) * 8