From bda2e984100375b135f6fe48bb6db65a0639e99a Mon Sep 17 00:00:00 2001 From: Michael Date: Sat, 21 Dec 2019 13:04:04 -0800 Subject: [PATCH] [Splatoon] Add no vignette pack --- .../bfe12dca99a601f2_0000000000000000_vs.txt | 138 ++++++++++++++++++ Enhancements/Splatoon_NoVignette/rules.txt | 6 + 2 files changed, 144 insertions(+) create mode 100644 Enhancements/Splatoon_NoVignette/bfe12dca99a601f2_0000000000000000_vs.txt create mode 100644 Enhancements/Splatoon_NoVignette/rules.txt diff --git a/Enhancements/Splatoon_NoVignette/bfe12dca99a601f2_0000000000000000_vs.txt b/Enhancements/Splatoon_NoVignette/bfe12dca99a601f2_0000000000000000_vs.txt new file mode 100644 index 00000000..b3a0a271 --- /dev/null +++ b/Enhancements/Splatoon_NoVignette/bfe12dca99a601f2_0000000000000000_vs.txt @@ -0,0 +1,138 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader bfe12dca99a601f2 +// start of shader inputs/outputs, predetermined by Cemu. Do not touch +#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[5]; +}; +#else +uniform ivec4 uf_remappedVS[5]; +#endif +ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; +}; +layout(location = 0) out vec4 passParameterSem4; +// 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 R123i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +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; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xy = attrDataSem0.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), 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; +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0)); +// 0 +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.x)),intBitsToFloat(uf_remappedVS[0].w)) + intBitsToFloat(uf_remappedVS[0].w))); +R3i.x = clampFI32(R3i.x); +R0i.z = 0xbf800000; +R0i.w = 0x3f800000; +PS0i = int(intBitsToFloat(R2i.y)); +// 1 +PV1i.x = 0xfffffffd + PS0i; +PV1i.y = 0xfffffffe + PS0i; +PV1i.z = int(-1) + PS0i; +R127i.w = ((PS0i == 0)?(uf_remappedVS[1].x):(0)); +R3i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.x)),intBitsToFloat(uf_remappedVS[2].z)) + intBitsToFloat(uf_remappedVS[2].z))); +R3i.z = clampFI32(R3i.z); +PS1i = R3i.z; +// 2 +R127i.x = ((PV1i.x == 0)?(uf_remappedVS[1].w):(0)); +R127i.y = ((PV1i.y == 0)?(uf_remappedVS[1].z):(0)); +R123i.z = ((PV1i.z == 0)?(uf_remappedVS[1].y):(0)); +PV0i.z = R123i.z; +R3i.w = floatBitsToInt(-(intBitsToFloat(PS1i)) + 1.0); +R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.x)) + 1.0); +PS0i = R3i.y; +// 3 +PV1i.w = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(PV0i.z)); +// 4 +PV0i.z = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(PV1i.w)); +// 5 +PV1i.y = floatBitsToInt(intBitsToFloat(R127i.x) + intBitsToFloat(PV0i.z)); +// 6 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedVS[2].x), intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedVS[2].y), intBitsToFloat(PV1i.y))); +// 7 +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.x))); +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PV0i.w))); +// 8 +R0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(uf_remappedVS[3].x)); +PV0i.x = R0i.x; +R0i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_remappedVS[3].y)); +PV0i.y = R0i.y; +// 9 +R2i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); +PV1i.x = R2i.x; +R123i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * 0.5 + 0.5)); +PV1i.z = R123i.z; +// 10 +PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + -(intBitsToFloat(uf_remappedVS[4].x))); +R2i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 1.0); +PV0i.y = R2i.y; +R1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(uf_remappedVS[4].x)); +PS0i = R1i.x; +// 11 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + -(intBitsToFloat(uf_remappedVS[4].y))); +R1i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(uf_remappedVS[4].y)); +R1i.z = PV0i.x; +// 12 +R1i.w = PV1i.x; +// export +SET_POSITION(vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w))); +// export +// skipped export to semanticId 255 +// export +// passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +// export +// skipped export to semanticId 255 +} diff --git a/Enhancements/Splatoon_NoVignette/rules.txt b/Enhancements/Splatoon_NoVignette/rules.txt new file mode 100644 index 00000000..f02dc918 --- /dev/null +++ b/Enhancements/Splatoon_NoVignette/rules.txt @@ -0,0 +1,6 @@ +[Definition] +titleIds = 0005000010176900,0005000010176A00,0005000010162B00 +name = No Vignette +path = "Splatoon/Enhancements/No Vignette" +description = Removes the game's vignette. +version = 4