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https://github.com/cemu-project/cemu_graphic_packs.git
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[BotW] Add AMD crash workaround
Workaround made by Exzap, helped by darkemaste and some other folks
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#version 420
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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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#extension GL_ARB_shading_language_packing : enable
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// shader 15bc7edf9de2ed30
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layout(binding = 6, std140)
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uniform uniformBlockVS6
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{
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vec4 uf_blockVS6[1024];
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};
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layout(binding = 7, std140)
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uniform uniformBlockVS7
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{
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vec4 uf_blockVS7[1024];
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};
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layout(binding = 8, std140)
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uniform uniformBlockVS8
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{
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vec4 uf_blockVS8[1024];
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};
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layout(binding = 11, std140)
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uniform uniformBlockVS11
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{
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vec4 uf_blockVS11[1024];
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};
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layout(binding = 45) uniform sampler2D textureUnitVS13;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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layout(location = 2) in uvec4 attrDataSem2;
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layout(location = 3) in uvec4 attrDataSem3;
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layout(location = 4) in uvec4 attrDataSem4;
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layout(location = 5) in uvec4 attrDataSem5;
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layout(location = 6) in uvec4 attrDataSem6;
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layout(location = 7) in uvec4 attrDataSem7;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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// export
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gl_Position = vec4(0.0);
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}
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#version 420
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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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#extension GL_ARB_shading_language_packing : enable
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// shader 24838b84d15a1da1
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layout(binding = 6, std140)
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uniform uniformBlockVS6
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{
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vec4 uf_blockVS6[1024];
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};
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layout(binding = 7, std140)
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uniform uniformBlockVS7
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{
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vec4 uf_blockVS7[1024];
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};
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layout(binding = 8, std140)
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uniform uniformBlockVS8
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{
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vec4 uf_blockVS8[1024];
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};
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layout(binding = 11, std140)
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uniform uniformBlockVS11
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{
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vec4 uf_blockVS11[1024];
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};
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layout(binding = 13, std140)
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uniform uniformBlockVS13
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{
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vec4 uf_blockVS13[1024];
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};
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layout(binding = 40) uniform sampler2D textureUnitVS8;
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layout(binding = 45) uniform sampler2D textureUnitVS13;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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layout(location = 2) in uvec4 attrDataSem2;
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layout(location = 3) in uvec4 attrDataSem3;
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layout(location = 4) in uvec4 attrDataSem4;
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layout(location = 5) in uvec4 attrDataSem5;
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layout(location = 6) in uvec4 attrDataSem6;
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layout(location = 7) in uvec4 attrDataSem7;
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layout(location = 8) in uvec4 attrDataSem8;
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layout(location = 9) in uvec4 attrDataSem9;
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layout(location = 10) in uvec4 attrDataSem10;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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// export
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gl_Position = vec4(0.0);
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}
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@ -0,0 +1,61 @@
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#version 420
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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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#extension GL_ARB_shading_language_packing : enable
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// shader 83a697d61a3b9202
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layout(binding = 6, std140)
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uniform uniformBlockVS6
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{
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vec4 uf_blockVS6[1024];
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};
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layout(binding = 7, std140)
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uniform uniformBlockVS7
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{
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vec4 uf_blockVS7[1024];
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};
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layout(binding = 8, std140)
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uniform uniformBlockVS8
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{
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vec4 uf_blockVS8[1024];
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};
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layout(binding = 11, std140)
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uniform uniformBlockVS11
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{
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vec4 uf_blockVS11[1024];
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};
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layout(binding = 45) uniform sampler2D textureUnitVS13;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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layout(location = 2) in uvec4 attrDataSem2;
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layout(location = 3) in uvec4 attrDataSem3;
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layout(location = 4) in uvec4 attrDataSem4;
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layout(location = 5) in uvec4 attrDataSem5;
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layout(location = 6) in uvec4 attrDataSem6;
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layout(location = 7) in uvec4 attrDataSem7;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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// export
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gl_Position = vec4(0.0);
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}
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6
Workarounds/BreathOfTheWild_AMD_ShaderCrash/rules.txt
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6
Workarounds/BreathOfTheWild_AMD_ShaderCrash/rules.txt
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[Definition]
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = "Workaround for AMD crashes"
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path = "The Legend of Zelda: Breath of the Wild/Workarounds/GPU specific workarounds/AMD Crash"
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description = Workaround for a shader related crash on AMD drivers. Required for Cemu 1.15.8 and above.
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version = 3
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