Adds Shantae Half Genie Hero Graphics into src

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intra0 2024-12-12 13:06:38 -06:00 committed by GitHub
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#version 460
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
#ifdef VULKAN
layout(set = 1, binding = 2) uniform ufBlock
{
uniform ivec4 uf_remappedPS[3];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[3];
uniform vec2 uf_fragCoordScale;
#endif
// shader 023831cdf6638473
//ps aa restore
const float resScale = (float($width)/float($gameWidth));
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; // Tex0 addr 0xf531c800 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
TEXTURE_LAYOUT(3, 1, 1) uniform sampler2D textureUnitPS3; // Tex3 addr 0xf5b14800 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in vec4 passParameterSem129;
layout(location = 1) in vec4 passParameterSem128;
layout(location = 0) out vec4 passPixelColor0;
// end of shader inputs/outputs
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
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;
R0i = floatBitsToInt(passParameterSem129);
R1i = floatBitsToInt(passParameterSem128);
if( activeMaskStackC[1] == true ) {
R2i.w = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zy),0.0).y);
R2i.z = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xw),0.0).y);
R2i.y = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xy),0.0).y);
R0i.x = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zw),0.0).y);
R3i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R1i.xy),0.0).xyzw);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
R127i.x = floatBitsToInt(max(intBitsToFloat(R2i.z), intBitsToFloat(R2i.y)));
R127i.y = floatBitsToInt(min(intBitsToFloat(R2i.z), intBitsToFloat(R2i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(0x3b2aaaab));
R0i.y = 0;
PS0i = R0i.y;
// 1
backupReg0i = R0i.x;
backupReg0i = R0i.x;
PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(backupReg0i)));
PV1i.y = floatBitsToInt(-(intBitsToFloat(PV0i.w)) + intBitsToFloat(R2i.z));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), intBitsToFloat(backupReg0i)));
// 2
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R2i.y)));
R5i.z = floatBitsToInt(min(intBitsToFloat(R127i.y), intBitsToFloat(PV1i.x)));
PV0i.z = R5i.z;
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R2i.y));
R6i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.z)));
PS0i = R6i.z;
// 3
backupReg0i = R0i.x;
backupReg0i = R0i.x;
PV1i.x = floatBitsToInt(max(intBitsToFloat(R3i.y), intBitsToFloat(PS0i)));
PV1i.y = floatBitsToInt(min(intBitsToFloat(R3i.y), intBitsToFloat(PV0i.z)));
R0i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(backupReg0i)));
PV1i.w = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x3e000000));
R0i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(backupReg0i));
PS1i = R0i.x;
// 4
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.x));
PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0x3d4ccccd)));
// 5
PV1i.x = ((intBitsToFloat(PV0i.z) > intBitsToFloat(PV0i.y))?int(0xFFFFFFFF):int(0x0));
// 6
R2i.x = ((PV1i.x == 0)?(0):(R3i.x));
R2i.y = ((PV1i.x == 0)?(0):(R3i.y));
R2i.z = ((PV1i.x == 0)?(0):(R3i.z));
R2i.w = ((PV1i.x == 0)?(0):(R3i.w));
R0i.w = ((PV1i.x == 0)?(0):(0x3f800000));
PS0i = R0i.w;
// 7
predResult = (R0i.w == 0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.x;
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg1i = R0i.y;
backupReg2i = R0i.z;
backupReg2i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),-0.0),vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
// 1
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 2
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PS1i)));
PV0i.z = R127i.z;
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(PS1i)));
PV0i.w = R127i.w;
// 3
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].z) / resScale)); /////////
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[0].w) / resScale)); /////////////
// 4
R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV1i.z)));
R0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV1i.w)));
R2i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.z));
PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.x)));
R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV1i.w));
PS0i = R2i.y;
// 5
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x41000000) / resScale); //////////
// 6
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.z));
// 7
PV1i.x = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(PS0i));
PV1i.w = floatBitsToInt(intBitsToFloat(R127i.z) * intBitsToFloat(PS0i));
// 8
PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000) / resScale)); //////////
PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(0xc0000000) / resScale)); //////////
// 9
PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), 2.0));
PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0));
// 10
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[1].x) / resScale)); /////////////////
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(uf_remappedPS[1].y) / resScale)); ///////////////
// 11
R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.z)));
R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w)));
R0i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV0i.z));
R0i.w = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV0i.w));
}
if( activeMaskStackC[2] == true ) {
R4i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xy),0.0).xyzw);
R2i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R2i.zy),0.0).xyzw);
R3i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R3i.xy),0.0).xyzw);
R0i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zw),0.0).xyzw);
}
if( activeMaskStackC[2] == true ) {
// 0
R126i.x = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R2i.z));
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
R126i.y = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R2i.y));
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) / 2.0);
R126i.z = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R2i.x));
R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
R126i.w = floatBitsToInt(intBitsToFloat(R4i.w) + intBitsToFloat(R2i.w));
R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0);
// 1
backupReg0i = R0i.y;
backupReg1i = R0i.x;
backupReg2i = R0i.w;
PV1i.x = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(R0i.z));
PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) / 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(backupReg0i));
PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) / 2.0);
PV1i.z = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(backupReg1i));
PV1i.z = floatBitsToInt(intBitsToFloat(PV1i.z) / 2.0);
PV1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(backupReg2i));
PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) / 2.0);
// 2
R127i.x = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(PV1i.x));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
R127i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.y));
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) / 2.0);
PV0i.y = R127i.y;
R127i.z = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(PV1i.z));
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
R127i.w = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.w));
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
// 3
PV1i.y = ((intBitsToFloat(PV0i.y) > intBitsToFloat(R6i.z))?int(0xFFFFFFFF):int(0x0));
PV1i.z = ((intBitsToFloat(R5i.z) > intBitsToFloat(PV0i.y))?int(0xFFFFFFFF):int(0x0));
// 4
R123i.x = ((PV1i.z == 0)?(PV1i.y):(int(-1)));
PV0i.x = R123i.x;
// 5
R2i.x = ((PV0i.x == 0)?(R127i.z):(R126i.z));
R2i.y = ((PV0i.x == 0)?(R127i.y):(R126i.y));
R2i.z = ((PV0i.x == 0)?(R127i.x):(R126i.x));
R2i.w = ((PV0i.x == 0)?(R127i.w):(R126i.w));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
R1i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R1i.zw)).xyzw);
}
if( activeMaskStackC[1] == true ) {
// 0
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(R1i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R1i.w)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R1i.w)));
// 1
R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R2i.x)));
R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R2i.y)));
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R2i.z)));
R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R2i.w)));
}
// export
passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
}

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#version 460
#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 gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#endif
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[1];
uniform vec4 uf_windowSpaceToClipSpaceTransform; ///////////
};
#else
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; ///////////
#endif
// shader 24d99fe8b4e5f576
//AA restore
const float resScale = (float($width)/float($gameWidth));
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 passParameterSem129;
layout(location = 1) out vec4 passParameterSem128;
// end of shader inputs/outputs
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
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
PV0f.x = R2f.y + intBitsToFloat(uf_remappedVS[0].y)/ resScale; //////////////////
PV0f.y = R2f.x + intBitsToFloat(uf_remappedVS[0].x)/ resScale; ////////////////
R1f.w = 1.0;
R0f.x = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/ resScale); ////////////////////////
PS0f = R0f.x;
// 1
R0f.y = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/ resScale); ////////////////
R0f.z = PV0f.y;
R0f.w = PV0f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem129 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem128 = vec4(R2f.x, R2f.y, R2f.x, R2f.y);
}

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#version 460
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[1];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
#endif
// shader 294904d1771460cf
//vertical blur
const float resScale = (float($width)/float($gameWidth));
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; // Tex0 addr 0xf5b14800 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) in vec4 passParameterSem128;
layout(location = 0) out vec4 passPixelColor0;
// end of shader inputs/outputs
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = 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 = passParameterSem128;
R4f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
// 0
R127f.x = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x404ec4ec) / resScale; ////////////
PV0f.x = R127f.x;
PV0f.y = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3fb13b14) / resScale; //////////
R127f.z = 0.0;
PV0f.z = R127f.z;
// 1
R1f.x = PV0f.z + R0f.x;
PV1f.y = PV0f.x;
PV1f.z = -(PV0f.y);
PV1f.w = PV0f.y;
R2f.x = PV0f.z + R0f.x;
PS1f = R2f.x;
// 2
R3f.x = R127f.z + R0f.x;
R1f.y = PV1f.w + R0f.y;
R2f.z = PV1f.z + R0f.y;
R3f.w = PV1f.y + R0f.y;
PS0f = -(R127f.x);
// 3
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = R127f.z + backupReg0f;
R0f.y = PS0f + backupReg1f;
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw);
R3f.xyzw = (texture(textureUnitPS0, R3f.xw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
// 0
PV0f.x = R1f.z * intBitsToFloat(0x3ea1e718);
PV0f.y = R1f.y * intBitsToFloat(0x3ea1e718);
PV0f.z = R1f.x * intBitsToFloat(0x3ea1e718);
PV0f.w = R1f.w * intBitsToFloat(0x3ea1e718);
// 1
R123f.x = (R4f.z * intBitsToFloat(0x3e6879c6) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R4f.y * intBitsToFloat(0x3e6879c6) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R4f.x * intBitsToFloat(0x3e6879c6) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R4f.w * intBitsToFloat(0x3e6879c6) + PV0f.w);
PV1f.w = R123f.w;
// 2
R123f.x = (R2f.w * intBitsToFloat(0x3ea1e718) + PV1f.w);
PV0f.x = R123f.x;
R123f.y = (R2f.z * intBitsToFloat(0x3ea1e718) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (R2f.y * intBitsToFloat(0x3ea1e718) + PV1f.y);
PV0f.z = R123f.z;
R123f.w = (R2f.x * intBitsToFloat(0x3ea1e718) + PV1f.z);
PV0f.w = R123f.w;
// 3
R123f.x = (R3f.z * intBitsToFloat(0x3d8fe9dc) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (R3f.y * intBitsToFloat(0x3d8fe9dc) + PV0f.z);
PV1f.y = R123f.y;
R123f.z = (R3f.x * intBitsToFloat(0x3d8fe9dc) + PV0f.w);
PV1f.z = R123f.z;
R123f.w = (R3f.w * intBitsToFloat(0x3d8fe9dc) + PV0f.x);
PV1f.w = R123f.w;
// 4
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = (backupReg0f * intBitsToFloat(0x3d8fe9dc) + PV1f.z);
R0f.y = (backupReg1f * intBitsToFloat(0x3d8fe9dc) + PV1f.y);
R0f.z = (backupReg2f * intBitsToFloat(0x3d8fe9dc) + PV1f.x);
R0f.w = (backupReg3f * intBitsToFloat(0x3d8fe9dc) + PV1f.w);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 460
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[1];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
#endif
// shader 8fdd009324e987ee
//horizontal blur
const float resScale = (float($width)/float($gameWidth));
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5b94000 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) in vec4 passParameterSem128;
layout(location = 0) out vec4 passPixelColor0;
// end of shader inputs/outputs
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 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;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem128;
R4f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
// 0
R126f.x = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x404ec4ec) / resScale; ///////////
PV0f.x = R126f.x;
PV0f.y = 0.0;
PV0f.z = 0.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3fb13b14) / resScale; ///////////
R127f.x = 0.0;
PS0f = R127f.x;
// 1
R1f.x = R0f.x + PV0f.w;
R1f.y = R0f.y + PV0f.y;
R2f.z = R0f.y + PV0f.z;
PV1f.w = -(PV0f.w);
R3f.x = R0f.x + PV0f.x;
PS1f = R3f.x;
// 2
R2f.x = R0f.x + PV1f.w;
R3f.y = R0f.y + R127f.x;
PV0f.z = 0.0;
PV0f.w = -(R126f.x);
// 3
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = backupReg0f + PV0f.w;
R0f.y = backupReg1f + PV0f.z;
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw);
R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
// 0
PV0f.x = R1f.x * intBitsToFloat(0x3ea1e718);
PV0f.y = R1f.w * intBitsToFloat(0x3ea1e718);
PV0f.z = R1f.z * intBitsToFloat(0x3ea1e718);
PV0f.w = R1f.y * intBitsToFloat(0x3ea1e718);
// 1
R123f.x = (R4f.x * intBitsToFloat(0x3e6879c6) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R4f.w * intBitsToFloat(0x3e6879c6) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R4f.z * intBitsToFloat(0x3e6879c6) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R4f.y * intBitsToFloat(0x3e6879c6) + PV0f.w);
PV1f.w = R123f.w;
// 2
R123f.x = (R2f.x * intBitsToFloat(0x3ea1e718) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (R2f.w * intBitsToFloat(0x3ea1e718) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (R2f.z * intBitsToFloat(0x3ea1e718) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (R2f.y * intBitsToFloat(0x3ea1e718) + PV1f.w);
PV0f.w = R123f.w;
// 3
R123f.x = (R3f.w * intBitsToFloat(0x3d8fe9dc) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (R3f.z * intBitsToFloat(0x3d8fe9dc) + PV0f.z);
PV1f.y = R123f.y;
R123f.z = (R3f.y * intBitsToFloat(0x3d8fe9dc) + PV0f.w);
PV1f.z = R123f.z;
R123f.w = (R3f.x * intBitsToFloat(0x3d8fe9dc) + PV0f.x);
PV1f.w = R123f.w;
// 4
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = (backupReg0f * intBitsToFloat(0x3d8fe9dc) + PV1f.w);
R0f.y = (backupReg1f * intBitsToFloat(0x3d8fe9dc) + PV1f.z);
R0f.z = (backupReg2f * intBitsToFloat(0x3d8fe9dc) + PV1f.y);
R0f.w = (backupReg3f * intBitsToFloat(0x3d8fe9dc) + PV1f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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[Definition]
titleIds = 00050000101DB200, 0005000010203200
name = Graphics Settings
path = "Shantae: Half-Genie Hero/Graphics"
description = Changes the game's resolution.|Setting Gamepad resolution higher than TV resolution will cause a glitch.
#Credits: getdls, Intra
version = 7
[Default]
$width = 1920
$height = 1080
$padWidth = 854
$padHeight = 480
$gameWidth = 1920
$gameHeight = 1080
$gamepadWidth = 854
$gamepadHeight = 480
# TV Resolution
[Preset]
category = TV Resolution:
name = 320x180
$width = 320
$height = 180
[Preset]
category = TV Resolution:
name = 640x360
$width = 640
$height = 360
[Preset]
category = TV Resolution:
name = 854x480
$width = 854
$height = 480
[Preset]
category = TV Resolution:
name = 960x540
$width = 960
$height = 540
[Preset]
category = TV Resolution:
name = 1280x720
$width = 1280
$height = 720
[Preset]
category = TV Resolution:
name = 1600x900
$width = 1600
$height = 900
[Preset]
category = TV Resolution:
name = 1920x1080 (Default)
default = 1
[Preset]
category = TV Resolution:
name = 2560x1440
$width = 2560
$height = 1440
[Preset]
category = TV Resolution:
name = 3200x1800
$width = 3200
$height = 1800
[Preset]
category = TV Resolution:
name = 3840x2160
$width = 3840
$height = 2160
[Preset]
category = TV Resolution:
name = 5120x2880
$width = 5120
$height = 2880
[Preset]
category = TV Resolution:
name = 7680x4320
$width = 7680
$height = 4320
# Gamepad Resolution
[Preset]
category = Gamepad Resolution:
name = 320x180
$padWidth = 320
$padHeight = 180
[Preset]
category = Gamepad Resolution:
name = 640x360
$padWidth = 640
$padHeight = 360
[Preset]
category = Gamepad Resolution:
name = 854x480 (Default)
default = 1
[Preset]
category = Gamepad Resolution:
name = 960x540
$padWidth = 960
$padHeight = 540
[Preset]
category = Gamepad Resolution:
name = 1280x720
$padWidth = 1280
$padHeight = 720
[Preset]
category = Gamepad Resolution:
name = 1600x900
$padWidth = 1600
$padHeight = 900
[Preset]
category = Gamepad Resolution:
name = 1920x1080
$padWidth = 1920
$padHeight = 1080
[Preset]
category = Gamepad Resolution:
name = 2560x1440
$padWidth = 2560
$padHeight = 1440
[Preset]
category = Gamepad Resolution:
name = 3200x1800
$padWidth = 3200
$padHeight = 1800
[Preset]
category = Gamepad Resolution:
name = 3840x2160
$padWidth = 3840
$padHeight = 2160
[Preset]
category = Gamepad Resolution:
name = 5120x2880
$padWidth = 5120
$padHeight = 2880
[Preset]
category = Gamepad Resolution:
name = 7680x4320
$padWidth = 7680
$padHeight = 4320
# Texture Redefines
# TV Resolution
[TextureRedefine]
width = 1920
height = 1080
#formats = 0x1a
overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1080
[TextureRedefine]
width = 1920
height = 1088
#formats = 0x1a
overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1088
[TextureRedefine] #q-res
width = 480
height = 270
overwriteWidth = ($width/$gameWidth) * 480
overwriteHeight = ($height/$gameHeight) * 270
[TextureRedefine] #q-res
width = 480
height = 272
overwriteWidth = ($width/$gameWidth) * 480
overwriteHeight = ($height/$gameHeight) * 272
# Gamepad Resolution
[TextureRedefine]
width = 864
height = 480
#formats = 0x1a
overwriteWidth = ($padWidth / $gamepadWidth) * 864
overwriteHeight = ($padHeight / $gamepadHeight) * 480
[TextureRedefine]
width = 854
height = 480
#formats = 0x1a
overwriteWidth = ($padWidth / $gamepadWidth) * 854
overwriteHeight = ($padHeight / $gamepadHeight) * 480
#version 2:
#https://github.com/cemu-project/cemu_graphic_packs/blob/939a478799c13c5ed03e8decbf952f2a7ad02366/Source/ShantaeHGH/rules.txt