update SLW resolution pack to v4

This commit is contained in:
Michele 2020-01-01 10:47:11 -08:00
parent 6d017cbb42
commit a90afc12d2
13 changed files with 365 additions and 70 deletions

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@ -1,18 +1,43 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable #ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 2fc311c50a4dab95 // shader 2fc311c50a4dab95
// text shader 1 // text shader 1
float origRatio = (float(1280)/float(720)); float origRatio = (float(1280)/float(720));
float newRatio = (float($width)/float($height)); float newRatio = (float($width)/float($height));
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[9]; uniform ivec4 uf_remappedVS[9];
uniform vec2 uf_windowSpaceToClipSpaceTransform; // uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
layout(location = 0) in uvec4 attrDataSem0; };
layout(location = 1) in uvec4 attrDataSem3; #else
layout(location = 2) in uvec4 attrDataSem4; uniform ivec4 uf_remappedVS[9];
layout(location = 3) in uvec4 attrDataSem8; // uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
layout(location = 4) in uvec4 attrDataSem9; #endif
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3;
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4;
ATTR_LAYOUT(0, 3) in uvec4 attrDataSem8;
ATTR_LAYOUT(0, 4) in uvec4 attrDataSem9;
out gl_PerVertex out gl_PerVertex
{ {
vec4 gl_Position; vec4 gl_Position;
@ -147,7 +172,7 @@ R1f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].z), backupReg0f);
R1f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].w), backupReg1f); R1f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].w), backupReg1f);
R1f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].x), backupReg2f); R1f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].x), backupReg2f);
// export // export
gl_Position = vec4(R5f.x*(origRatio/newRatio), R5f.y, R5f.z, R5f.w); SET_POSITION(vec4(R5f.x*(origRatio/newRatio), R5f.y, R5f.z, R5f.w));
// export // export
passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export // export

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@ -1,18 +1,43 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable #ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 384f98693cb9d036 // shader 384f98693cb9d036
// ui shader 2 // ui shader 2
float origRatio = (float(1280)/float(720)); float origRatio = (float(1280)/float(720));
float newRatio = (float($width)/float($height)); float newRatio = (float($width)/float($height));
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[4]; uniform ivec4 uf_remappedVS[4];
uniform vec2 uf_windowSpaceToClipSpaceTransform; // uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
layout(location = 0) in uvec4 attrDataSem0; };
layout(location = 1) in uvec4 attrDataSem3; #else
layout(location = 2) in uvec4 attrDataSem4; uniform ivec4 uf_remappedVS[4];
layout(location = 3) in uvec4 attrDataSem8; // uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
layout(location = 4) in uvec4 attrDataSem9; #endif
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3;
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4;
ATTR_LAYOUT(0, 3) in uvec4 attrDataSem8;
ATTR_LAYOUT(0, 4) in uvec4 attrDataSem9;
out gl_PerVertex out gl_PerVertex
{ {
vec4 gl_Position; vec4 gl_Position;
@ -112,7 +137,7 @@ PS1f = R0f.w;
R4f.z = R5f.x; R4f.z = R5f.x;
R4f.w = R5f.y; R4f.w = R5f.y;
// export // export
gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w); SET_POSITION(vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w));
// export // export
passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z); passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z);
// export // export

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@ -1,18 +1,43 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable #ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 384f98696d1a1236 // shader 384f98696d1a1236
// ui shader 1 // ui shader 1
float origRatio = (float(1280)/float(720)); float origRatio = (float(1280)/float(720));
float newRatio = (float($width)/float($height)); float newRatio = (float($width)/float($height));
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[4]; uniform ivec4 uf_remappedVS[4];
uniform vec2 uf_windowSpaceToClipSpaceTransform; // uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
layout(location = 0) in uvec4 attrDataSem0; };
layout(location = 1) in uvec4 attrDataSem3; #else
layout(location = 2) in uvec4 attrDataSem4; uniform ivec4 uf_remappedVS[4];
layout(location = 3) in uvec4 attrDataSem8; // uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
layout(location = 4) in uvec4 attrDataSem9; #endif
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3;
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4;
ATTR_LAYOUT(0, 3) in uvec4 attrDataSem8;
ATTR_LAYOUT(0, 4) in uvec4 attrDataSem9;
out gl_PerVertex out gl_PerVertex
{ {
vec4 gl_Position; vec4 gl_Position;
@ -113,7 +138,7 @@ PS1f = R0f.w;
R4f.z = R5f.x; R4f.z = R5f.x;
R4f.w = R5f.y; R4f.w = R5f.y;
// export // export
gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w); SET_POSITION(vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w));
// export // export
passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z); passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z);
// export // export

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@ -1,14 +1,30 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable #ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 3952c3a52c87ad30 // shader 3952c3a52c87ad30
// video shader // video shader
float origRatio = (float(1280)/float(720)); float origRatio = (float(1280)/float(720));
float newRatio = (float($width)/float($height)); float newRatio = (float($width)/float($height));
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0; ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem8; ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8;
out gl_PerVertex out gl_PerVertex
{ {
vec4 gl_Position; vec4 gl_Position;
@ -54,7 +70,7 @@ backupReg1f = R2f.y;
R2f.x = backupReg0f; R2f.x = backupReg0f;
R2f.y = backupReg1f; R2f.y = backupReg1f;
// export // export
gl_Position = vec4(R1f.x*(origRatio/newRatio), R1f.y, R1f.z, R1f.w); SET_POSITION(vec4(R1f.x*(origRatio/newRatio), R1f.y, R1f.z, R1f.w));
// export // export
passParameterSem136 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); passParameterSem136 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
// 0 // 0

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@ -1,18 +1,43 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable #ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 419dbf0c732a4fe2 // shader 419dbf0c732a4fe2
// ui shader 3 // ui shader 3
float origRatio = (float(1280)/float(720)); float origRatio = (float(1280)/float(720));
float newRatio = (float($width)/float($height)); float newRatio = (float($width)/float($height));
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; // uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
layout(location = 0) in uvec4 attrDataSem0; };
layout(location = 1) in uvec4 attrDataSem3; #else
layout(location = 2) in uvec4 attrDataSem4; uniform ivec4 uf_remappedVS[1];
layout(location = 3) in uvec4 attrDataSem8; // uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
layout(location = 4) in uvec4 attrDataSem9; #endif
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3;
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4;
ATTR_LAYOUT(0, 3) in uvec4 attrDataSem8;
ATTR_LAYOUT(0, 4) in uvec4 attrDataSem9;
out gl_PerVertex out gl_PerVertex
{ {
vec4 gl_Position; vec4 gl_Position;
@ -95,7 +120,7 @@ PV1f.w *= 2.0;
R3f.x = PV1f.w + -(1.0); R3f.x = PV1f.w + -(1.0);
R3f.y = -(PV1f.x); R3f.y = -(PV1f.x);
// export // export
gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w); SET_POSITION(vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w));
// export // export
passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z); passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z);
// export // export

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@ -1,18 +1,43 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable #ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 419dbf0c732a51e2 // shader 419dbf0c732a51e2
// text shader 3 // text shader 3
float origRatio = (float(1280)/float(720)); float origRatio = (float(1280)/float(720));
float newRatio = (float($width)/float($height)); float newRatio = (float($width)/float($height));
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; // uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
layout(location = 0) in uvec4 attrDataSem0; };
layout(location = 1) in uvec4 attrDataSem3; #else
layout(location = 2) in uvec4 attrDataSem4; uniform ivec4 uf_remappedVS[1];
layout(location = 3) in uvec4 attrDataSem8; // uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
layout(location = 4) in uvec4 attrDataSem9; #endif
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3;
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4;
ATTR_LAYOUT(0, 3) in uvec4 attrDataSem8;
ATTR_LAYOUT(0, 4) in uvec4 attrDataSem9;
out gl_PerVertex out gl_PerVertex
{ {
vec4 gl_Position; vec4 gl_Position;
@ -95,7 +120,7 @@ PV1f.w *= 2.0;
R3f.x = PV1f.w + -(1.0); R3f.x = PV1f.w + -(1.0);
R3f.y = -(PV1f.x); R3f.y = -(PV1f.x);
// export // export
gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w); SET_POSITION(vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w));
// export // export
passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z); passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z);
// export // export

View File

@ -1,18 +1,43 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable #ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 419dbf0c732a91e2 // shader 419dbf0c732a91e2
// text shader 2 // text shader 2
float origRatio = (float(1280)/float(720)); float origRatio = (float(1280)/float(720));
float newRatio = (float($width)/float($height)); float newRatio = (float($width)/float($height));
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; // uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
layout(location = 0) in uvec4 attrDataSem0; };
layout(location = 1) in uvec4 attrDataSem3; #else
layout(location = 2) in uvec4 attrDataSem4; uniform ivec4 uf_remappedVS[1];
layout(location = 3) in uvec4 attrDataSem8; // uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
layout(location = 4) in uvec4 attrDataSem9; #endif
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3;
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4;
ATTR_LAYOUT(0, 3) in uvec4 attrDataSem8;
ATTR_LAYOUT(0, 4) in uvec4 attrDataSem9;
out gl_PerVertex out gl_PerVertex
{ {
vec4 gl_Position; vec4 gl_Position;
@ -95,7 +120,7 @@ PV1f.w *= 2.0;
R3f.x = PV1f.w + -(1.0); R3f.x = PV1f.w + -(1.0);
R3f.y = -(PV1f.x); R3f.y = -(PV1f.x);
// export // export
gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w); SET_POSITION(vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w));
// export // export
// skipped export to semanticId 255 // skipped export to semanticId 255
// export // export

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@ -1,18 +1,43 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable #ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 419dbf0ca38a91e2 // shader 419dbf0ca38a91e2
// ui shader 4 // ui shader 4
float origRatio = (float(1280)/float(720)); float origRatio = (float(1280)/float(720));
float newRatio = (float($width)/float($height)); float newRatio = (float($width)/float($height));
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; // uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
layout(location = 0) in uvec4 attrDataSem0; };
layout(location = 1) in uvec4 attrDataSem3; #else
layout(location = 2) in uvec4 attrDataSem4; uniform ivec4 uf_remappedVS[1];
layout(location = 3) in uvec4 attrDataSem8; // uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
layout(location = 4) in uvec4 attrDataSem9; #endif
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3;
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem4;
ATTR_LAYOUT(0, 3) in uvec4 attrDataSem8;
ATTR_LAYOUT(0, 4) in uvec4 attrDataSem9;
out gl_PerVertex out gl_PerVertex
{ {
vec4 gl_Position; vec4 gl_Position;
@ -96,7 +121,7 @@ PV1f.w *= 2.0;
R3f.x = PV1f.w + -(1.0); R3f.x = PV1f.w + -(1.0);
R3f.y = -(PV1f.x); R3f.y = -(PV1f.x);
// export // export
gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w); SET_POSITION(vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w));
// export // export
passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z); passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z);
// export // export

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@ -1,14 +1,40 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 58cf1eb8946f4b3c // shader 58cf1eb8946f4b3c
const float resXScale = ($width/$gameWidth); const float resXScale = ($width/$gameWidth);
const float resYScale = ($height/$gameHeight); const float resYScale = ($height/$gameHeight);
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[3]; uniform ivec4 uf_remappedPS[3];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4aec000 res 640x360x1 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 uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[3];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem136; layout(location = 0) in vec4 passParameterSem136;
layout(location = 0) out vec4 passPixelColor0; layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; // uf_fragCoordScale was moved to the ufBlock
int clampFI32(int v) int clampFI32(int v)
{ {
if( v == 0x7FFFFFFF ) if( v == 0x7FFFFFFF )

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@ -1,14 +1,40 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 79183302695ea935 // shader 79183302695ea935
const float resXScale = ($width/$gameWidth); const float resXScale = ($width/$gameWidth);
const float resYScale = ($height/$gameHeight); const float resYScale = ($height/$gameHeight);
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[1]; uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem136; layout(location = 0) in vec4 passParameterSem136;
layout(location = 0) out vec4 passPixelColor0; layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; // uf_fragCoordScale was moved to the ufBlock
int clampFI32(int v) int clampFI32(int v)
{ {
if( v == 0x7FFFFFFF ) if( v == 0x7FFFFFFF )

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@ -1,14 +1,40 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 92e5b6dffd1d9b9b // shader 92e5b6dffd1d9b9b
const float resXScale = ($width/$gameWidth); const float resXScale = ($width/$gameWidth);
const float resYScale = ($height/$gameHeight); const float resYScale = ($height/$gameHeight);
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[30]; uniform ivec4 uf_remappedPS[30];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x18fda000 res 160x90x1 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 uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[30];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem136; layout(location = 0) in vec4 passParameterSem136;
layout(location = 0) out vec4 passPixelColor0; layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; // uf_fragCoordScale was moved to the ufBlock
int clampFI32(int v) int clampFI32(int v)
{ {
if( v == 0x7FFFFFFF ) if( v == 0x7FFFFFFF )

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@ -1,14 +1,40 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader a455fc196032912c // shader a455fc196032912c
const float resXScale = ($width/$gameWidth); const float resXScale = ($width/$gameWidth);
const float resYScale = ($height/$gameHeight); const float resYScale = ($height/$gameHeight);
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[1]; uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e48000 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem136; layout(location = 0) in vec4 passParameterSem136;
layout(location = 0) out vec4 passPixelColor0; layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; // uf_fragCoordScale was moved to the ufBlock
int clampFI32(int v) int clampFI32(int v)
{ {
if( v == 0x7FFFFFFF ) if( v == 0x7FFFFFFF )

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@ -3,7 +3,7 @@ titleIds = 0005000010135700,000500001012B100,0005000010128F00
name = Resolution name = Resolution
path = "Sonic Lost World/Graphics/Resolution" path = "Sonic Lost World/Graphics/Resolution"
description = Changes the resolution of the game. description = Changes the resolution of the game.
version = 3 version = 4
[Preset] [Preset]
name = 1280x720 (Default) name = 1280x720 (Default)