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https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-22 01:29:18 +01:00
[Sonic Lost World] Several pack changes
- Optimize UW shaders - Add missing tonemapping shader - Patch No Music differently - Add No Voices pack
This commit is contained in:
parent
5f1f8c5d4b
commit
a92a76fdc4
@ -1,4 +1,3 @@
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[sonic2013]
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moduleMatches = 0xC5691A40
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0x021B82FC = nop
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0x021B7FB8 = blr
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@ -2,5 +2,5 @@
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titleIds = 0005000010135700,000500001012B100,0005000010128F00
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name = No Music
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path = "Sonic Lost World/Mods/No Music"
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description = Disables music playback. Made by M&&M.
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description = Disables the game's music playback.|Made by M&&M.
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version = 4
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3
Mods/SonicLostWorld_NoVoices/patches.txt
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3
Mods/SonicLostWorld_NoVoices/patches.txt
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[sonic2013]
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moduleMatches = 0xC5691A40
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0x021B8068 = blr
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6
Mods/SonicLostWorld_NoVoices/rules.txt
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6
Mods/SonicLostWorld_NoVoices/rules.txt
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[Definition]
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titleIds = 0005000010135700,000500001012B100,0005000010128F00
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name = No Voices
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path = "Sonic Lost World/Mods/No Voices"
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description = Disables the game's voice playback, which are mainly used by the Deadly Six.|Made by M&&M.
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version = 4
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@ -2,9 +2,7 @@
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 2fc311c50a4dc0cc
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const float origRatio = float($gameWidth)/float($gameHeight);
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const float newRatio = float($width)/float($height);
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const float arScale = origRatio/newRatio;
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const float arScale = (((float($gameHeight)/float($height))*float($width))/float($gameWidth));
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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@ -2,9 +2,7 @@
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 384f98693cb9e56d
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const float origRatio = float($gameWidth)/float($gameHeight);
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const float newRatio = float($width)/float($height);
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const float arScale = origRatio/newRatio;
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const float arScale = (((float($gameHeight)/float($height))*float($width))/float($gameWidth));
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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@ -2,9 +2,7 @@
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 384f98696d1a276d
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const float origRatio = float($gameWidth)/float($gameHeight);
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const float newRatio = float($width)/float($height);
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const float arScale = origRatio/newRatio;
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const float arScale = (((float($gameHeight)/float($height))*float($width))/float($gameWidth));
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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@ -2,9 +2,7 @@
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 3952c3a52c87c267
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const float origRatio = float($gameWidth)/float($gameHeight);
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const float newRatio = float($width)/float($height);
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const float arScale = origRatio/newRatio;
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const float arScale = (((float($gameHeight)/float($height))*float($width))/float($gameWidth));
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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@ -2,9 +2,7 @@
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 419dbf0ca38aa719
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const float origRatio = float($gameWidth)/float($gameHeight);
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const float newRatio = float($width)/float($height);
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const float arScale = origRatio/newRatio;
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const float arScale = (((float($gameHeight)/float($height))*float($width))/float($gameWidth));
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#version 430
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 91f43f263091c56d
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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#ifdef VULKAN
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layout(set = 1, binding = 5) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[5];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[5];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
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TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;
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TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3;
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TEXTURE_LAYOUT(6, 1, 4) uniform sampler2D textureUnitPS6;
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layout(location = 0) in vec4 passParameterSem136;
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layout(location = 0) out vec4 passPixelColor0;
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// end of shader inputs/outputs
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R7f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R125f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem136;
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R6f.xyz = (texture(textureUnitPS3, R0f.xy).xyz);
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R4f.xyzw = (texture(textureUnitPS2, R0f.xy).xyzw);
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// 0
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backupReg0f = R0f.y;
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R125f.x = -(R0f.x) + intBitsToFloat(uf_remappedPS[0].x);
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PV0f.y = -(backupReg0f) + intBitsToFloat(uf_remappedPS[0].y);
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R127f.z = 0.0;
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R7f.w = 1.0;
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PS0f = 1.0 / intBitsToFloat(uf_remappedPS[1].z);
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// 1
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PV1f.x = mul_nonIEEE(R6f.z, R6f.z);
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R127f.y = PV0f.y * PS0f;
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PV1f.y = R127f.y;
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R126f.x = 1.0 / intBitsToFloat(uf_remappedPS[2].x);
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PS1f = R126f.x;
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// 2
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tempf.x = dot(vec4(R125f.x,PV1f.y,R127f.z,-0.0),vec4(R125f.x,PV1f.y,R127f.z,0.0));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R127f.x = (mul_nonIEEE(R6f.y,R6f.y) + PV1f.x);
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PS0f = R127f.x;
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// 3
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tempf.x = dot(vec4(R125f.x,R127f.y,R127f.z,-0.0),vec4(R125f.x,R127f.y,R127f.z,0.0));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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PS1f = sqrt(PV0f.x);
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// 4
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PV0f.y = PS1f + -(intBitsToFloat(uf_remappedPS[0].w));
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R123f.w = (mul_nonIEEE(R6f.x,R6f.x) + R127f.x);
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PV0f.w = R123f.w;
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tempResultf = 1.0 / sqrt(PV1f.x);
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PS0f = tempResultf;
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// 5
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backupReg0f = R126f.x;
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R126f.x = mul_nonIEEE(R127f.y, PS0f);
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R127f.y = mul_nonIEEE(R125f.x, PS0f);
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PV1f.w = PV0f.y * backupReg0f;
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PS1f = sqrt(PV0f.w);
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// 6
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PV0f.y = PS1f + -(1.0);
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PV0f.z = max(PV1f.w, -(1.0));
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// 7
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R2f.x = (mul_nonIEEE(PV0f.y,intBitsToFloat(uf_remappedPS[3].y)) + 1.0);
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PV1f.x = R2f.x;
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PV1f.y = min(PV0f.z, 1.0);
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PV1f.y /= 2.0;
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// 8
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PV0f.x = PV1f.y * intBitsToFloat(0x40490fdb);
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R0f.z = mul_nonIEEE(PV1f.x, intBitsToFloat(uf_remappedPS[3].z));
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// 9
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R123f.w = (PV0f.x * intBitsToFloat(0x3e22f983) + 0.5);
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PV1f.w = R123f.w;
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// 10
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PV0f.z = fract(PV1f.w);
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// 11
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R123f.y = (PV0f.z * intBitsToFloat(0x40c90fdb) + -(intBitsToFloat(0x40490fdb)));
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PV1f.y = R123f.y;
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// 12
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PV0f.x = PV1f.y * intBitsToFloat(0x3e22f983);
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// 13
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PS1f = cos((PV0f.x)/0.1591549367);
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// 14
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R5f.x = (mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[2].w)) + 1.0);
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PV0f.y = mul_nonIEEE(PS1f, R126f.x);
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PV0f.z = mul_nonIEEE(PS1f, R127f.y);
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// 15
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R1f.x = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].y)) + R0f.x);
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PV1f.x = R1f.x;
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R1f.w = (mul_nonIEEE(PV0f.y,intBitsToFloat(uf_remappedPS[2].y)) + R0f.y);
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PV1f.w = R1f.w;
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// 16
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R0f.x = (mul_nonIEEE(PV1f.x,intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(uf_remappedPS[4].x));
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R0f.y = (mul_nonIEEE(PV1f.w,intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(uf_remappedPS[4].x));
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R0f.yw = (texture(textureUnitPS6, R0f.xy).yw);
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// 0
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PV0f.z = R0f.w + -(0.5);
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PV0f.w = R0f.y + -(0.5);
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// 1
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backupReg0f = R1f.x;
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R1f.x = (mul_nonIEEE(R0f.z,PV0f.w) + backupReg0f);
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R1f.y = (mul_nonIEEE(R0f.z,PV0f.z) + R1f.w);
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R3f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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// 0
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PV0f.x = R3f.w + -(1.0);
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// 1
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R123f.x = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[4].w)) + 1.0);
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PV1f.x = R123f.x;
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R123f.w = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[3].x)) + 1.0);
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PV1f.w = R123f.w;
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// 2
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PV0f.y = mul_nonIEEE(R2f.x, PV1f.w);
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PV0f.z = mul_nonIEEE(R1f.y, PV1f.x);
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PV0f.w = mul_nonIEEE(R1f.x, PV1f.x);
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// 3
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R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[4].y)) + intBitsToFloat(uf_remappedPS[4].x));
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R2f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[4].y)) + intBitsToFloat(uf_remappedPS[4].x));
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R0f.z = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[4].z));
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R2f.yw = (texture(textureUnitPS6, R2f.xy).yw);
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// 0
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PV0f.z = R2f.w + -(0.5);
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PV0f.w = R2f.y + -(0.5);
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// 1
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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R1f.x = (mul_nonIEEE(R0f.z,PV0f.w) + backupReg0f);
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R1f.y = (mul_nonIEEE(R0f.z,PV0f.z) + backupReg1f);
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R1f.xyzw = (texture(textureUnitPS1, R1f.xy).xyzw);
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// 0
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PV0f.x = -(R3f.x) + R1f.x;
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PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedPS[2].z));
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PV0f.z = -(R3f.z) + R1f.z;
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PV0f.w = -(R3f.y) + R1f.y;
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// 1
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R126f.x = (mul_nonIEEE(PV0f.w,PV0f.y) + R3f.y);
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PV1f.x = R126f.x;
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R127f.y = (mul_nonIEEE(PV0f.x,PV0f.y) + R3f.x);
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PV1f.y = R127f.y;
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R127f.w = (mul_nonIEEE(PV0f.z,PV0f.y) + R3f.z);
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PV1f.w = R127f.w;
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// 2
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PV0f.x = -(PV1f.w) + R4f.z;
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PV0f.y = -(PV1f.x) + R4f.y;
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PV0f.z = -(PV1f.y) + R4f.x;
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// 3
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R123f.y = (mul_nonIEEE(PV0f.x,R4f.w) + R127f.w);
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PV1f.y = R123f.y;
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R123f.z = (mul_nonIEEE(PV0f.y,R4f.w) + R126f.x);
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PV1f.z = R123f.z;
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R123f.w = (mul_nonIEEE(PV0f.z,R4f.w) + R127f.y);
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PV1f.w = R123f.w;
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// 4
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R7f.x = (mul_nonIEEE(PV1f.w,R5f.x) + R6f.x);
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R7f.y = (mul_nonIEEE(PV1f.z,R5f.x) + R6f.y);
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R7f.z = (mul_nonIEEE(PV1f.y,R5f.x) + R6f.z);
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// export
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//passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
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}
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titleIds = 0005000010135700,000500001012B100,0005000010128F00
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name = Disable Tonemapping
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path = "Sonic Lost World/Workarounds/Disable Tonemapping"
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description = Disables the game's tonemapping, making it not appear so dark. Some stages will apppear too bright.|Made by M&&M.
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description = Disables the game's tonemapping, making it overall appear not so dark. Some stages will either appear either brighter or darker than they should.|Made by M&&M.
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version = 4
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