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https://github.com/cemu-project/cemu_graphic_packs.git
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[Splatoon] Add no vignette pack
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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 bfe12dca99a601f2
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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 gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#endif
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[5];
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};
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#else
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uniform ivec4 uf_remappedVS[5];
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#endif
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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layout(location = 0) out vec4 passParameterSem4;
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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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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R127i = ivec4(0);
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uvec4 attrDecoder;
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(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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R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
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attrDecoder.xy = attrDataSem0.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
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// 0
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R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.x)),intBitsToFloat(uf_remappedVS[0].w)) + intBitsToFloat(uf_remappedVS[0].w)));
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R3i.x = clampFI32(R3i.x);
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R0i.z = 0xbf800000;
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R0i.w = 0x3f800000;
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PS0i = int(intBitsToFloat(R2i.y));
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// 1
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PV1i.x = 0xfffffffd + PS0i;
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PV1i.y = 0xfffffffe + PS0i;
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PV1i.z = int(-1) + PS0i;
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R127i.w = ((PS0i == 0)?(uf_remappedVS[1].x):(0));
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R3i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.x)),intBitsToFloat(uf_remappedVS[2].z)) + intBitsToFloat(uf_remappedVS[2].z)));
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R3i.z = clampFI32(R3i.z);
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PS1i = R3i.z;
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// 2
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R127i.x = ((PV1i.x == 0)?(uf_remappedVS[1].w):(0));
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R127i.y = ((PV1i.y == 0)?(uf_remappedVS[1].z):(0));
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R123i.z = ((PV1i.z == 0)?(uf_remappedVS[1].y):(0));
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PV0i.z = R123i.z;
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R3i.w = floatBitsToInt(-(intBitsToFloat(PS1i)) + 1.0);
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R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.x)) + 1.0);
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PS0i = R3i.y;
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// 3
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PV1i.w = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(PV0i.z));
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// 4
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PV0i.z = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(PV1i.w));
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// 5
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PV1i.y = floatBitsToInt(intBitsToFloat(R127i.x) + intBitsToFloat(PV0i.z));
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// 6
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PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedVS[2].x), intBitsToFloat(PV1i.y)));
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PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedVS[2].y), intBitsToFloat(PV1i.y)));
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// 7
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PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.x)));
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PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PV0i.w)));
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// 8
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R0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(uf_remappedVS[3].x));
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PV0i.x = R0i.x;
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R0i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_remappedVS[3].y));
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PV0i.y = R0i.y;
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// 9
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R2i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
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PV1i.x = R2i.x;
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R123i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * 0.5 + 0.5));
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PV1i.z = R123i.z;
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// 10
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PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + -(intBitsToFloat(uf_remappedVS[4].x)));
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R2i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 1.0);
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PV0i.y = R2i.y;
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R1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(uf_remappedVS[4].x));
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PS0i = R1i.x;
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// 11
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PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + -(intBitsToFloat(uf_remappedVS[4].y)));
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R1i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(uf_remappedVS[4].y));
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R1i.z = PV0i.x;
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// 12
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R1i.w = PV1i.x;
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// export
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SET_POSITION(vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)));
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// export
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// skipped export to semanticId 255
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// export
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// passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
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// export
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// skipped export to semanticId 255
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}
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6
Enhancements/Splatoon_NoVignette/rules.txt
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6
Enhancements/Splatoon_NoVignette/rules.txt
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[Definition]
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titleIds = 0005000010176900,0005000010176A00,0005000010162B00
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name = No Vignette
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path = "Splatoon/Enhancements/No Vignette"
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description = Removes the game's vignette.
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version = 4
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