diff --git a/Enhancements/Bayonetta2_Contrasty/93bde02ae446a30f_000000000000001c_ps.txt b/Enhancements/Bayonetta2_Contrasty/93bde02ae446a30f_000000000000001c_ps.txt index 9c308e28..834ac3bf 100644 --- a/Enhancements/Bayonetta2_Contrasty/93bde02ae446a30f_000000000000001c_ps.txt +++ b/Enhancements/Bayonetta2_Contrasty/93bde02ae446a30f_000000000000001c_ps.txt @@ -1,42 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 93bde02ae446a30f//lens dirt const float lensDirt = 1.0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x37eec000 res 256x256x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x9 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x37eec000 res 256x256x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 layout(location = 0) in vec4 passParameterSem133; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/Bayonetta2_Contrasty/e39a2a718bc419fe_0000000000001e49_ps.txt b/Enhancements/Bayonetta2_Contrasty/e39a2a718bc419fe_0000000000001e49_ps.txt index 339ddc68..2c4e44fe 100644 --- a/Enhancements/Bayonetta2_Contrasty/e39a2a718bc419fe_0000000000001e49_ps.txt +++ b/Enhancements/Bayonetta2_Contrasty/e39a2a718bc419fe_0000000000001e49_ps.txt @@ -1,36 +1,10 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader e39a2a718bc419fe //ct -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[5]; -}; -#else uniform vec2 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[5]; -#endif const float hazeFactor = $hazeFactor; @@ -121,9 +95,10 @@ vec3 contrasty(vec3 colour){ -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf451b000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf532d000 res 320x176x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x4582a000 res 128x1x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +uniform ivec4 uf_remappedPS[5]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf451b000 res 1280x720x1 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 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf532d000 res 320x176x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x4582a000 res 128x1x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem133; layout(location = 0) out vec4 passPixelColor0; //uniform vec2 uf_fragCoordScale; diff --git a/Enhancements/Bayonetta2_Contrasty/rules.txt b/Enhancements/Bayonetta2_Contrasty/rules.txt index 797af141..17f563c8 100644 --- a/Enhancements/Bayonetta2_Contrasty/rules.txt +++ b/Enhancements/Bayonetta2_Contrasty/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010172600,0005000010172700,000500001011B900 name = Contrasty path = "Bayonetta 2/Enhancements/Contrasty" description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. -version = 4 +version = 3 [Preset] name = Default diff --git a/Enhancements/Bayonetta_Contrasty/21e6bc9b0cdbe8d7_00000000000003c9_ps.txt b/Enhancements/Bayonetta_Contrasty/21e6bc9b0cdbe8d7_00000000000003c9_ps.txt index 6627c0e1..185e0551 100644 --- a/Enhancements/Bayonetta_Contrasty/21e6bc9b0cdbe8d7_00000000000003c9_ps.txt +++ b/Enhancements/Bayonetta_Contrasty/21e6bc9b0cdbe8d7_00000000000003c9_ps.txt @@ -1,36 +1,10 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 21e6bc9b0cdbe8d7 -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[3]; -}; -#else uniform vec2 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[3]; -#endif const float hazeFactor = $hazeFactor; @@ -120,8 +94,9 @@ vec3 contrasty(vec3 colour){ } -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf5195800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5d81800 res 256x1x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +uniform ivec4 uf_remappedPS[3]; +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf5195800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5d81800 res 256x1x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem128; layout(location = 0) out vec4 passPixelColor0; //uniform vec2 uf_fragCoordScale; diff --git a/Enhancements/Bayonetta_Contrasty/rules.txt b/Enhancements/Bayonetta_Contrasty/rules.txt index 54fd2d56..a47369f0 100644 --- a/Enhancements/Bayonetta_Contrasty/rules.txt +++ b/Enhancements/Bayonetta_Contrasty/rules.txt @@ -3,7 +3,7 @@ titleIds = 000500001014DB00,0005000010157E00,0005000010157F00 name = Contrasty path = "Bayonetta/Enhancements/Contrasty" description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. -version = 4 +version = 3 [Preset] name = Default diff --git a/Enhancements/BreathOfTheWild_!NoAO/15afdae4307b9a3d_0000000000000000_vs.txt b/Enhancements/BreathOfTheWild_!NoAO/15afdae4307b9a3d_0000000000000000_vs.txt index 033d0ed7..be3cdf1a 100644 --- a/Enhancements/BreathOfTheWild_!NoAO/15afdae4307b9a3d_0000000000000000_vs.txt +++ b/Enhancements/BreathOfTheWild_!NoAO/15afdae4307b9a3d_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 15afdae4307b9a3d // Used for: Vertical Ambient-Occlusion Blur const float resXScale = 0; const float resYScale = 0; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -95,7 +70,7 @@ R2f.w = R2f.y; R2f.y = backupReg0f + -(intBitsToFloat(uf_remappedVS[0].y))/resYScale; PS1f = R2f.y; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Enhancements/BreathOfTheWild_!NoAO/e06e20b2efe87a84_0000000000000000_vs.txt b/Enhancements/BreathOfTheWild_!NoAO/e06e20b2efe87a84_0000000000000000_vs.txt index 0454b464..e6309414 100644 --- a/Enhancements/BreathOfTheWild_!NoAO/e06e20b2efe87a84_0000000000000000_vs.txt +++ b/Enhancements/BreathOfTheWild_!NoAO/e06e20b2efe87a84_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader e06e20b2efe87a84 // Used for: Horizontal Ambient-Occlusion Blur const float resXScale = 0; const float resYScale = 0; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -98,7 +73,7 @@ R2f.w = backupReg0f; R2f.y = backupReg0f + -(intBitsToFloat(uf_remappedVS[0].x))/resXScale; PS1f = R2f.y; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Enhancements/BreathOfTheWild_!NoAO/rules.txt b/Enhancements/BreathOfTheWild_!NoAO/rules.txt index 1d0109d9..83d5a062 100644 --- a/Enhancements/BreathOfTheWild_!NoAO/rules.txt +++ b/Enhancements/BreathOfTheWild_!NoAO/rules.txt @@ -3,4 +3,4 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = "No Ambient Occlusion" path = "The Legend of Zelda: Breath of the Wild/Enhancements/No Ambient Occlusion" description = Disables ambient occlusion. Useful for stuff like the ReShade RTGI shader. Known issues: Shadowed areas can sometimes look incorrect. -version = 4 +version = 3 diff --git a/Enhancements/BreathOfTheWild_!NoDoF/cb0e6e8cbec4502a_0000000000000079_ps.txt b/Enhancements/BreathOfTheWild_!NoDoF/cb0e6e8cbec4502a_0000000000000079_ps.txt index 0ac918df..868abd69 100644 --- a/Enhancements/BreathOfTheWild_!NoDoF/cb0e6e8cbec4502a_0000000000000079_ps.txt +++ b/Enhancements/BreathOfTheWild_!NoDoF/cb0e6e8cbec4502a_0000000000000079_ps.txt @@ -1,36 +1,12 @@ #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_arrays_of_arrays : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader cb0e6e8cbec4502a // DoF blur effect - Battle, Camera, Scope -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem3; layout(location = 0) out vec4 passPixelColor0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif const float resScale = 0; const int radius = int(2*resScale); diff --git a/Enhancements/BreathOfTheWild_!NoDoF/rules.txt b/Enhancements/BreathOfTheWild_!NoDoF/rules.txt index 3512800b..4d7ebc88 100644 --- a/Enhancements/BreathOfTheWild_!NoDoF/rules.txt +++ b/Enhancements/BreathOfTheWild_!NoDoF/rules.txt @@ -3,4 +3,4 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = "No Depth of Field" path = "The Legend of Zelda: Breath of the Wild/Enhancements/No Depth of Field" description = Disables depth of field. -version = 4 +version = 3 diff --git a/Enhancements/BreathOfTheWild_AntiAliasing/0f2b9ee517917425_00000000000003c9_ps.txt b/Enhancements/BreathOfTheWild_AntiAliasing/0f2b9ee517917425_00000000000003c9_ps.txt index c16de5ba..9ddb8c46 100644 --- a/Enhancements/BreathOfTheWild_AntiAliasing/0f2b9ee517917425_00000000000003c9_ps.txt +++ b/Enhancements/BreathOfTheWild_AntiAliasing/0f2b9ee517917425_00000000000003c9_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 0f2b9ee517917425 - dumped 1.15 // Used for: Removing/Restoring the native BotW Anti-Aliasing implementation to link in inventory screen @@ -26,7 +9,7 @@ #define iBlurrier $inventoryBlurrier #if (preset == 0) // Native AA Disabled -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; @@ -37,22 +20,12 @@ passPixelColor0 = texture(textureUnitPS0, passParameterSem2.xy); #endif #if (preset == 1) // Native AA Enabled -#ifdef VULKAN -layout(set = 1, binding = 5) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; -uniform vec4 uf_fragCoordScale; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 1) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 2) uniform sampler2D textureUnitPS1;// Tex1 addr 0x37b40000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x37b40000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; ivec2 resDim = textureSize(textureUnitPS0,0); // Retrieve texture dimensions vector holds data-type-float float iresX = ( (float(resDim.x)/float(1280)) + iSharper ) - iBlurrier; // 1st comes aaSharper needs to be added to the direct result of resolution ratio to make it more sharper @@ -710,10 +683,11 @@ passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFl //--------------------------------------------------------------------------// -TEXTURE_LAYOUT(0, 1, 3) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 4) uniform sampler2D textureUnitPS1;// Tex1 addr 0x37f40000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x37f40000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; #define FXAA_QUALITY_PS 12 #define FXAA_QUALITY_P0 1.0 diff --git a/Enhancements/BreathOfTheWild_AntiAliasing/f14bb57cd5c9cb77_00000000000003c9_ps.txt b/Enhancements/BreathOfTheWild_AntiAliasing/f14bb57cd5c9cb77_00000000000003c9_ps.txt index f83adbb0..2a1a533a 100644 --- a/Enhancements/BreathOfTheWild_AntiAliasing/f14bb57cd5c9cb77_00000000000003c9_ps.txt +++ b/Enhancements/BreathOfTheWild_AntiAliasing/f14bb57cd5c9cb77_00000000000003c9_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader f14bb57cd5c9cb77 - dumped 1.15 // Used for: Removing/Restoring the native BotW World Anti-Aliasing Implementation @@ -26,7 +9,7 @@ #define wBlurrier $worldBlurrier #if (preset == 0) // Native AA Disabled -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; void main() @@ -36,22 +19,12 @@ passPixelColor0 = texture(textureUnitPS0, passParameterSem2.xy); #endif #if (preset == 1) // Native AA Enabled -#ifdef VULKAN -layout(set = 1, binding = 5) uniform ufBlock -{ uniform ivec4 uf_remappedPS[4]; -uniform vec4 uf_fragCoordScale; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[4]; -uniform vec2 uf_fragCoordScale; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 1) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf462d000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 2) uniform sampler2D textureUnitPS1;// Tex1 addr 0x37f40000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf462d000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x37f40000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; ivec2 resDim = textureSize(textureUnitPS0,0); // Retrieve texture dimensions vector holds data-type-float float wresX = ( (float(resDim.x)/float(1280)) + wSharper ) - wBlurrier; // 1st comes aaSharper needs to be added to the direct result of resolution ratio to make it more sharper @@ -1079,10 +1052,11 @@ FxaaFloat4 FxaaPixelShader( //---------------------------------------------------------------------------------- //#version 100 -TEXTURE_LAYOUT(0, 1, 3) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 4) uniform sampler2D textureUnitPS1;// Tex1 addr 0x37f40000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x37f40000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; ivec2 resolution = textureSize(textureUnitPS0,0); // Retrieve Texture Dimensions in float data type so we dont need to convert diff --git a/Enhancements/BreathOfTheWild_AntiAliasing/rules.txt b/Enhancements/BreathOfTheWild_AntiAliasing/rules.txt index 6747a8d0..f4f4bd71 100644 --- a/Enhancements/BreathOfTheWild_AntiAliasing/rules.txt +++ b/Enhancements/BreathOfTheWild_AntiAliasing/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Anti-Aliasing path = "The Legend of Zelda: Breath of the Wild/Graphics/Anti-Aliasing" description = Enables or Disables Native Botw Anti-Aliasing. Also includes an alternative FXAA implementation. Check the "Anti-Aliasing/rules.txt" file in your Botw AA graphicPack folder for info about the individual settings. -version = 4 +version = 3 [Preset] name = Alternative FXAA (Nvidia's implementation) diff --git a/Enhancements/BreathOfTheWild_ReflExtra/49ce4bf04a654e80_00000003c9249749_ps.txt b/Enhancements/BreathOfTheWild_ReflExtra/49ce4bf04a654e80_00000003c9249749_ps.txt index 6fd98e23..5cf66d8e 100644 --- a/Enhancements/BreathOfTheWild_ReflExtra/49ce4bf04a654e80_00000003c9249749_ps.txt +++ b/Enhancements/BreathOfTheWild_ReflExtra/49ce4bf04a654e80_00000003c9249749_ps.txt @@ -1,52 +1,27 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 49ce4bf04a654e80 // ReflExtra - Enhanced Reflections // Reflections can be seen at greater distances // shader dumped from BotW v1.3.1, using Cemu 1.9.1 -#ifdef VULKAN -layout(set = 1, binding = 10) uniform ufBlock -{ uniform ivec4 uf_remappedPS[10]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[10]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf513a800 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(5, 1, 3) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(7, 1, 4) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(8, 1, 5) uniform sampler2D textureUnitPS8;// Tex8 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(9, 1, 6) uniform samplerCubeArray textureUnitPS9;// Tex9 addr 0x3db66800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4 -TEXTURE_LAYOUT(11, 1, 7) uniform sampler2DArray textureUnitPS11;// Tex11 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(12, 1, 8) uniform sampler2D textureUnitPS12;// Tex12 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(14, 1, 9) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf513a800 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 8) uniform sampler2D textureUnitPS8;// Tex8 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler8 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 9) uniform samplerCubeArray textureUnitPS9;// Tex9 addr 0x3db66800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler9 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 11) uniform sampler2DArray textureUnitPS11;// Tex11 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler11 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; layout(location = 3) in vec4 passParameterSem4; layout(location = 4) in vec4 passParameterSem6; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 diff --git a/Enhancements/BreathOfTheWild_ReflExtra/8ff2cf86e789335f_00000003c9249749_ps.txt b/Enhancements/BreathOfTheWild_ReflExtra/8ff2cf86e789335f_00000003c9249749_ps.txt index 7fb90001..70b7bdf8 100644 --- a/Enhancements/BreathOfTheWild_ReflExtra/8ff2cf86e789335f_00000003c9249749_ps.txt +++ b/Enhancements/BreathOfTheWild_ReflExtra/8ff2cf86e789335f_00000003c9249749_ps.txt @@ -1,52 +1,27 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 8ff2cf86e789335f // ReflExtra - Enhanced Reflections // Reflections can be seen at greater distances // shader dumped from BotW v1.4.0, using Cemu 1.11.1 -#ifdef VULKAN -layout(set = 1, binding = 10) uniform ufBlock -{ uniform ivec4 uf_remappedPS[10]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[10]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf513a800 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(5, 1, 3) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(7, 1, 4) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(8, 1, 5) uniform sampler2D textureUnitPS8;// Tex8 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(9, 1, 6) uniform samplerCubeArray textureUnitPS9;// Tex9 addr 0x3da46800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4 -TEXTURE_LAYOUT(11, 1, 7) uniform sampler2DArray textureUnitPS11;// Tex11 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(12, 1, 8) uniform sampler2D textureUnitPS12;// Tex12 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(14, 1, 9) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf513a800 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 8) uniform sampler2D textureUnitPS8;// Tex8 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler8 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 9) uniform samplerCubeArray textureUnitPS9;// Tex9 addr 0x3da46800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler9 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 11) uniform sampler2DArray textureUnitPS11;// Tex11 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler11 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; layout(location = 3) in vec4 passParameterSem4; layout(location = 4) in vec4 passParameterSem6; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 diff --git a/Enhancements/BreathOfTheWild_ReflExtra/rules.txt b/Enhancements/BreathOfTheWild_ReflExtra/rules.txt index 0d0a078b..0d9dce1c 100644 --- a/Enhancements/BreathOfTheWild_ReflExtra/rules.txt +++ b/Enhancements/BreathOfTheWild_ReflExtra/rules.txt @@ -3,4 +3,4 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = "Enhanced Reflections" path = "The Legend of Zelda: Breath of the Wild/Enhancements/Enhanced Reflections" description = Extends the reflections in shrines and some other surfaces. -version = 4 +version = 3 diff --git a/Enhancements/BreathOfTheWild_Shadows/22c410044398c7af_0000000000000000_vs.txt b/Enhancements/BreathOfTheWild_Shadows/22c410044398c7af_0000000000000000_vs.txt index f79702a0..7c009ba7 100644 --- a/Enhancements/BreathOfTheWild_Shadows/22c410044398c7af_0000000000000000_vs.txt +++ b/Enhancements/BreathOfTheWild_Shadows/22c410044398c7af_0000000000000000_vs.txt @@ -1,41 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 22c410044398c7af // Fixed radius blur // shadow pass blur v const float resXScale = $shadowRes; const float resYScale = $shadowRes; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -96,7 +71,7 @@ R2f.w = R2f.y; R2f.y = backupReg0f + -(PS0f); PS1f = R2f.y; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Enhancements/BreathOfTheWild_Shadows/2a2f55a2b2d64474_0000000000000000_vs.txt b/Enhancements/BreathOfTheWild_Shadows/2a2f55a2b2d64474_0000000000000000_vs.txt index 214596dd..3a958e5d 100644 --- a/Enhancements/BreathOfTheWild_Shadows/2a2f55a2b2d64474_0000000000000000_vs.txt +++ b/Enhancements/BreathOfTheWild_Shadows/2a2f55a2b2d64474_0000000000000000_vs.txt @@ -1,41 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 2a2f55a2b2d64474 // Fixed radius blur // shadow pass blur h const float resXScale = $shadowRes; const float resYScale = $shadowRes; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -100,7 +75,7 @@ PS1f = R0f.x; // 2 R0f.y = R2f.x + -(R127f.x); // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Enhancements/BreathOfTheWild_Shadows/88133ee405eaae28_000003c000009269_ps.txt b/Enhancements/BreathOfTheWild_Shadows/88133ee405eaae28_000003c000009269_ps.txt index 396da33a..0505a443 100644 --- a/Enhancements/BreathOfTheWild_Shadows/88133ee405eaae28_000003c000009269_ps.txt +++ b/Enhancements/BreathOfTheWild_Shadows/88133ee405eaae28_000003c000009269_ps.txt @@ -1,61 +1,37 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 88133ee405eaae28 // Shadow 2x2 box blur fix // shader dumped from BotW v1.4.0, using Cemu 1.11.1 const float resXScale = $shadowRes; const float resYScale = $shadowRes; -UNIFORM_BUFFER_LAYOUT(33, 1, 7) uniform uniformBlockPS1 +layout(binding = 33, std140) uniform uniformBlockPS1 { vec4 uf_blockPS1[1024]; }; -UNIFORM_BUFFER_LAYOUT(38, 1, 8) uniform uniformBlockPS6 +layout(binding = 38, std140) uniform uniformBlockPS6 { vec4 uf_blockPS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(42, 1, 9) uniform uniformBlockPS10 +layout(binding = 42, std140) uniform uniformBlockPS10 { vec4 uf_blockPS10[1024]; }; -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x310be800 res 4x4x1 dim 1 tm: 2 format 0007 compSel: 0 0 0 1 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x310be800 res 32x32x1 dim 1 tm: 2 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x6 -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(6, 1, 3) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(8, 1, 4) uniform sampler2DArrayShadow textureUnitPS8;// Tex8 addr 0xf557c800 res 720x720x3 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(15, 1, 5) uniform sampler2D textureUnitPS15;// Tex15 addr 0x310c0000 res 2000x1600x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x2 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x310be800 res 4x4x1 dim 1 tm: 2 format 0007 compSel: 0 0 0 1 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x310be800 res 32x32x1 dim 1 tm: 2 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x6) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 8) uniform sampler2DArrayShadow textureUnitPS8;// Tex8 addr 0xf557c800 res 720x720x3 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x3) Sampler8 ClampX/Y/Z: 6 6 2 border: 2 +layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0x310c0000 res 2000x1600x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 1 1 1 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem5; layout(location = 2) in vec4 passParameterSem6; layout(location = 5) out vec4 passPixelColor5; -#ifdef VULKAN -layout(set = 1, binding = 6) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/BreathOfTheWild_Shadows/ffe0e8c84f6e8da9_000003c000009269_ps.txt b/Enhancements/BreathOfTheWild_Shadows/ffe0e8c84f6e8da9_000003c000009269_ps.txt index 216ec456..c3fba029 100644 --- a/Enhancements/BreathOfTheWild_Shadows/ffe0e8c84f6e8da9_000003c000009269_ps.txt +++ b/Enhancements/BreathOfTheWild_Shadows/ffe0e8c84f6e8da9_000003c000009269_ps.txt @@ -1,61 +1,37 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader ffe0e8c84f6e8da9 // Shadow 2x2 box blur fix // shader dumped from BotW v1.3.1, using Cemu 1.10.0 const float resXScale = $shadowRes; const float resYScale = $shadowRes; -UNIFORM_BUFFER_LAYOUT(33, 1, 7) uniform uniformBlockPS1 +layout(binding = 33, std140) uniform uniformBlockPS1 { vec4 uf_blockPS1[1024]; }; -UNIFORM_BUFFER_LAYOUT(38, 1, 8) uniform uniformBlockPS6 +layout(binding = 38, std140) uniform uniformBlockPS6 { vec4 uf_blockPS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(42, 1, 9) uniform uniformBlockPS10 +layout(binding = 42, std140) uniform uniformBlockPS10 { vec4 uf_blockPS10[1024]; }; -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30fea800 res 4x4x1 dim 1 tm: 2 format 0007 compSel: 0 0 0 1 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x30fea800 res 32x32x1 dim 1 tm: 2 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x6 -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(6, 1, 3) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(8, 1, 4) uniform sampler2DArrayShadow textureUnitPS8;// Tex8 addr 0xf557c800 res 720x720x3 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(15, 1, 5) uniform sampler2D textureUnitPS15;// Tex15 addr 0x30fec000 res 2000x1600x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x2 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30fea800 res 4x4x1 dim 1 tm: 2 format 0007 compSel: 0 0 0 1 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x30fea800 res 32x32x1 dim 1 tm: 2 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x6) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 8) uniform sampler2DArrayShadow textureUnitPS8;// Tex8 addr 0xf557c800 res 720x720x3 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x3) Sampler8 ClampX/Y/Z: 6 6 2 border: 2 +layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0x30fec000 res 2000x1600x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 1 1 1 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem5; layout(location = 2) in vec4 passParameterSem6; layout(location = 5) out vec4 passPixelColor5; -#ifdef VULKAN -layout(set = 1, binding = 6) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/BreathOfTheWild_Shadows/rules.txt b/Enhancements/BreathOfTheWild_Shadows/rules.txt index f1e6c1b2..d8f7d272 100644 --- a/Enhancements/BreathOfTheWild_Shadows/rules.txt +++ b/Enhancements/BreathOfTheWild_Shadows/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Shadow Resolution path = "The Legend of Zelda: Breath of the Wild/Graphics/Shadow Resolution" description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution. -version = 4 +version = 3 [Preset] name = Medium (1.00x, Default) diff --git a/Enhancements/DonkeyKongTropicalFreeze_!AARemoval/10ccf0cc1234d069_00000000000003c9_ps.txt b/Enhancements/DonkeyKongTropicalFreeze_!AARemoval/10ccf0cc1234d069_00000000000003c9_ps.txt index c6e27a31..8967d7da 100644 --- a/Enhancements/DonkeyKongTropicalFreeze_!AARemoval/10ccf0cc1234d069_00000000000003c9_ps.txt +++ b/Enhancements/DonkeyKongTropicalFreeze_!AARemoval/10ccf0cc1234d069_00000000000003c9_ps.txt @@ -1,37 +1,12 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 10ccf0cc1234d069 // AA removal cemu 1.8 -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf55ae800 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4708800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf55ae800 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4708800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/DonkeyKongTropicalFreeze_!AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt b/Enhancements/DonkeyKongTropicalFreeze_!AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt index 6d2c0ca7..db896044 100644 --- a/Enhancements/DonkeyKongTropicalFreeze_!AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt +++ b/Enhancements/DonkeyKongTropicalFreeze_!AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt @@ -1,37 +1,12 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader bafe6c9c37bfca4d // AA removal cemu 1.8 version -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf55ae800 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4708800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf55ae800 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4708800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/DonkeyKongTropicalFreeze_!AARemoval/rules.txt b/Enhancements/DonkeyKongTropicalFreeze_!AARemoval/rules.txt index 9ff815f2..e41e45d6 100644 --- a/Enhancements/DonkeyKongTropicalFreeze_!AARemoval/rules.txt +++ b/Enhancements/DonkeyKongTropicalFreeze_!AARemoval/rules.txt @@ -3,4 +3,4 @@ titleIds = 0005000010137F00,0005000010138300,0005000010144800 name = AA Removal path = "Donkey Kong Country: Tropical Freeze/Enhancements/AA Removal" description = Removes AA, no performance gain. Used for clean look or injecting external AA. -version = 4 +version = 3 diff --git a/Enhancements/DrLuigi_!AntiAliasing/9e9abde99f9510dc_000000000000001c_ps.txt b/Enhancements/DrLuigi_!AntiAliasing/9e9abde99f9510dc_000000000000001c_ps.txt index 02c70d02..b34acd7b 100644 --- a/Enhancements/DrLuigi_!AntiAliasing/9e9abde99f9510dc_000000000000001c_ps.txt +++ b/Enhancements/DrLuigi_!AntiAliasing/9e9abde99f9510dc_000000000000001c_ps.txt @@ -1,38 +1,13 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 9e9abde99f9510dc -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf489e000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf489e000 res 1280x720x1 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 0 border: 0 layout(location = 0) in vec4 passParameterSem129; layout(location = 1) in vec4 passParameterSem128; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/DrLuigi_!AntiAliasing/rules.txt b/Enhancements/DrLuigi_!AntiAliasing/rules.txt index 260488a3..cd01c39d 100644 --- a/Enhancements/DrLuigi_!AntiAliasing/rules.txt +++ b/Enhancements/DrLuigi_!AntiAliasing/rules.txt @@ -3,4 +3,4 @@ titleIds = 0005000010150300,0005000010152A00,0005000010152B00 name = Anti-Aliasing path = "Dr. Luigi/Graphics/Anti-Aliasing (WIP)" description = Re-enables the game's anti-aliasing and scales it up to the current resolution. -version = 4 +version = 3 diff --git a/Enhancements/HyruleWarriors_Contrasty/572a6cfa3943923d_0000000000001e49_ps.txt b/Enhancements/HyruleWarriors_Contrasty/572a6cfa3943923d_0000000000001e49_ps.txt index b84627f7..026932e5 100644 --- a/Enhancements/HyruleWarriors_Contrasty/572a6cfa3943923d_0000000000001e49_ps.txt +++ b/Enhancements/HyruleWarriors_Contrasty/572a6cfa3943923d_0000000000001e49_ps.txt @@ -1,36 +1,10 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 572a6cfa3943923d //ingame contrasty -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[5]; -}; -#else uniform vec2 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[5]; -#endif const float hazeFactor = 0.1; @@ -120,9 +94,10 @@ vec3 contrasty(vec3 colour){ } -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e13800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x1abf4800 res 1x1x1 dim 1 tm: 2 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1abdd800 res 160x90x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +uniform ivec4 uf_remappedPS[5]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e13800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x1abf4800 res 1x1x1 dim 1 tm: 2 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1abdd800 res 160x90x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem128; layout(location = 0) out vec4 passPixelColor0; //uniform vec2 uf_fragCoordScale; diff --git a/Enhancements/HyruleWarriors_Contrasty/6ea8b1aa69c0b6f7_0000000001e49249_ps.txt b/Enhancements/HyruleWarriors_Contrasty/6ea8b1aa69c0b6f7_0000000001e49249_ps.txt index 28602eb3..b62d67e2 100644 --- a/Enhancements/HyruleWarriors_Contrasty/6ea8b1aa69c0b6f7_0000000001e49249_ps.txt +++ b/Enhancements/HyruleWarriors_Contrasty/6ea8b1aa69c0b6f7_0000000001e49249_ps.txt @@ -1,36 +1,10 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 6ea8b1aa69c0b6f7 //cutscene contrasty -#ifdef VULKAN -layout(set = 1, binding = 7) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[5]; -}; -#else uniform vec2 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[5]; -#endif const float hazeFactor = 0.1; @@ -120,13 +94,14 @@ vec3 contrasty(vec3 colour){ } -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e13800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1b163800 res 512x1x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;// Tex3 addr 0x10ea5000 res 1280x720x1 dim 1 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0x1aff9000 res 320x180x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5;// Tex5 addr 0x1b072000 res 320x180x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(6, 1, 5) uniform sampler2D textureUnitPS6;// Tex6 addr 0x1b17b000 res 1x1x1 dim 1 tm: 2 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(7, 1, 6) uniform sampler2D textureUnitPS7;// Tex7 addr 0x1abdd800 res 160x90x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +uniform ivec4 uf_remappedPS[5]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e13800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1b163800 res 512x1x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x10ea5000 res 1280x720x1 dim 1 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x1aff9000 res 320x180x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x1b072000 res 320x180x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0x1b17b000 res 1x1x1 dim 1 tm: 2 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0x1abdd800 res 160x90x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem128; layout(location = 0) out vec4 passPixelColor0; //uniform vec2 uf_fragCoordScale; diff --git a/Enhancements/HyruleWarriors_Contrasty/rules.txt b/Enhancements/HyruleWarriors_Contrasty/rules.txt index 37f6c2ed..c73c1fee 100644 --- a/Enhancements/HyruleWarriors_Contrasty/rules.txt +++ b/Enhancements/HyruleWarriors_Contrasty/rules.txt @@ -3,7 +3,7 @@ titleIds = 000500001017D800,000500001017D900,000500001017CD00 name = Contrasty path = "Hyrule Warriors/Enhancements/Contrasty" description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. -version = 4 +version = 3 [Preset] name = Default diff --git a/Enhancements/M&SRio2016_NoHUD/0535e0f9e37cf612_0000000000000000_vs.txt b/Enhancements/M&SRio2016_NoHUD/0535e0f9e37cf612_0000000000000000_vs.txt index 2555e3e6..db01600d 100644 --- a/Enhancements/M&SRio2016_NoHUD/0535e0f9e37cf612_0000000000000000_vs.txt +++ b/Enhancements/M&SRio2016_NoHUD/0535e0f9e37cf612_0000000000000000_vs.txt @@ -2,40 +2,15 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 0535e0f9e37cf612 #define enabled $enabled -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[8]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[8]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -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; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem3; +layout(location = 2) in uvec4 attrDataSem4; +layout(location = 3) in uvec4 attrDataSem8; +layout(location = 4) in uvec4 attrDataSem9; out gl_PerVertex { vec4 gl_Position; @@ -144,7 +119,7 @@ R3f.z = (mul_nonIEEE(R125f.y,intBitsToFloat(uf_remappedVS[7].z)) + PV1f.y); R3f.w = (mul_nonIEEE(R125f.y,intBitsToFloat(uf_remappedVS[7].w)) + PV1f.x); // export #if (enabled == 0) -SET_POSITION(vec4(R3f.x, R3f.y, R3f.z, R3f.w)); +gl_Position = vec4(R3f.x, R3f.y, R3f.z, R3f.w); #endif #if (enabled == 1) #endif diff --git a/Enhancements/M&SRio2016_NoHUD/c7a21597bd595a25_0000000000000000_vs.txt b/Enhancements/M&SRio2016_NoHUD/c7a21597bd595a25_0000000000000000_vs.txt index 3ecfebd1..1b634240 100644 --- a/Enhancements/M&SRio2016_NoHUD/c7a21597bd595a25_0000000000000000_vs.txt +++ b/Enhancements/M&SRio2016_NoHUD/c7a21597bd595a25_0000000000000000_vs.txt @@ -2,40 +2,15 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader c7a21597bd595a25 #define enabled $enabled -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[4]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[4]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -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; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem3; +layout(location = 2) in uvec4 attrDataSem4; +layout(location = 3) in uvec4 attrDataSem8; +layout(location = 4) in uvec4 attrDataSem9; out gl_PerVertex { vec4 gl_Position; @@ -122,7 +97,7 @@ R0f.y = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.y); R0f.w = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.x); // export #if (enabled == 0) -SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); +gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); #endif #if (enabled == 1) #endif diff --git a/Enhancements/M&SRio2016_NoHUD/rules.txt b/Enhancements/M&SRio2016_NoHUD/rules.txt index 7e0cd6fd..bca70e05 100644 --- a/Enhancements/M&SRio2016_NoHUD/rules.txt +++ b/Enhancements/M&SRio2016_NoHUD/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010190300,00050000101E5300,00050000101E5400 name = No HUD path = "Mario & Sonic at the Rio 2016 Olympic Games/Enhancements/No HUD" description = Removes the HUD of the game. -version = 4 +version = 3 [Preset] name = Disabled (Default) diff --git a/Enhancements/MarioKart8_Bloom/e90feef2bca6cb2e_00000000000003c9_ps.txt b/Enhancements/MarioKart8_Bloom/e90feef2bca6cb2e_00000000000003c9_ps.txt index 08dabb45..d5b2c0c7 100644 --- a/Enhancements/MarioKart8_Bloom/e90feef2bca6cb2e_00000000000003c9_ps.txt +++ b/Enhancements/MarioKart8_Bloom/e90feef2bca6cb2e_00000000000003c9_ps.txt @@ -1,41 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader e90feef2bca6cb2e const float bloomFactor = $bloom; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[4]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[4]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf50cf800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf50cf800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/MarioKart8_Bloom/rules.txt b/Enhancements/MarioKart8_Bloom/rules.txt index f1bdee44..e1d0e9a0 100644 --- a/Enhancements/MarioKart8_Bloom/rules.txt +++ b/Enhancements/MarioKart8_Bloom/rules.txt @@ -3,7 +3,7 @@ titleIds = 000500001010ec00,000500001010ed00,000500001010eb00 name = Bloom Adjustment path = "Mario Kart 8/Enhancements/Bloom Adjustment" description = Allows you to adjust how strong the bloom is. Full amount is the default intensity of bloom. -version = 4 +version = 3 [Preset] name = Full Amount (Default) diff --git a/Enhancements/MarioKart8_Contrasty/998a9f67e353657b_0000000000001e51_ps.txt b/Enhancements/MarioKart8_Contrasty/998a9f67e353657b_0000000000001e51_ps.txt index 486d4372..3956d266 100644 --- a/Enhancements/MarioKart8_Contrasty/998a9f67e353657b_0000000000001e51_ps.txt +++ b/Enhancements/MarioKart8_Contrasty/998a9f67e353657b_0000000000001e51_ps.txt @@ -1,34 +1,8 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[1]; -}; -#else uniform vec2 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[1]; -#endif const float hazeFactor = 0.1; @@ -119,9 +93,10 @@ vec3 contrasty(vec3 colour){ // shader 998a9f67e353657b -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf494a800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x41a14000 res 8x8x8 dim 2 tm: 3 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf494a800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x41a14000 res 8x8x8 dim 2 tm: 3 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x8) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; diff --git a/Enhancements/MarioKart8_Contrasty/rules.txt b/Enhancements/MarioKart8_Contrasty/rules.txt index 518d7625..7e20bf27 100644 --- a/Enhancements/MarioKart8_Contrasty/rules.txt +++ b/Enhancements/MarioKart8_Contrasty/rules.txt @@ -3,7 +3,7 @@ titleIds = 000500001010ec00,000500001010ed00,000500001010eb00 name = Contrasty path = "Mario Kart 8/Enhancements/Contrasty" description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. -version = 4 +version = 3 [Preset] name = Default diff --git a/Enhancements/NewSuperMarioBrosU_FancyFX/03285368cf940e37_0000000000000079_ps.txt b/Enhancements/NewSuperMarioBrosU_FancyFX/03285368cf940e37_0000000000000079_ps.txt index 2586dfd9..2563240d 100644 --- a/Enhancements/NewSuperMarioBrosU_FancyFX/03285368cf940e37_0000000000000079_ps.txt +++ b/Enhancements/NewSuperMarioBrosU_FancyFX/03285368cf940e37_0000000000000079_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 03285368cf940e37 //box bg //float dither = $dither ; @@ -27,17 +10,10 @@ const int sampleScale = 2; //float lightBloom = 0.95; -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 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: 1 layout(location = 0) in vec4 passParameterSem3; layout(location = 0) out vec4 passPixelColor0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif // FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG const int samples = 8 * sampleScale, //8 or 4 balances xy position diff --git a/Enhancements/NewSuperMarioBrosU_FancyFX/rules.txt b/Enhancements/NewSuperMarioBrosU_FancyFX/rules.txt index 38917b46..088a15bb 100644 --- a/Enhancements/NewSuperMarioBrosU_FancyFX/rules.txt +++ b/Enhancements/NewSuperMarioBrosU_FancyFX/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0 name = Resolution path = "New Super Mario Bros. U/Enhancements/Fancy FX" #and luigi description = Pretty blur, de-band sky, re-align cinematic etc, maintained on Nvidia. -version = 4 +version = 3 [Preset] diff --git a/Enhancements/NinjaGaiden3_Contrasty/a5e9d150276a805c_0000000000001e4a_ps.txt b/Enhancements/NinjaGaiden3_Contrasty/a5e9d150276a805c_0000000000001e4a_ps.txt index 5d87cf07..5ca8921e 100644 --- a/Enhancements/NinjaGaiden3_Contrasty/a5e9d150276a805c_0000000000001e4a_ps.txt +++ b/Enhancements/NinjaGaiden3_Contrasty/a5e9d150276a805c_0000000000001e4a_ps.txt @@ -1,36 +1,10 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader a5e9d150276a805c //light -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[2]; -}; -#else uniform vec2 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[2]; -#endif const float hazeFactor = 0.1; @@ -119,9 +93,10 @@ vec3 contrasty(vec3 colour){ return fColour; } -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4c24000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x3a86a000 res 160x90x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler3D textureUnitPS2;// Tex2 addr 0x3b2aa000 res 24x24x24 dim 2 tm: 1 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4c24000 res 1280x720x1 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 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x3a86a000 res 160x90x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 2) uniform sampler3D textureUnitPS2;// Tex2 addr 0x3b2aa000 res 24x24x24 dim 2 tm: 1 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x18) Sampler2 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem128; layout(location = 0) out vec4 passPixelColor0; diff --git a/Enhancements/NinjaGaiden3_Contrasty/rules.txt b/Enhancements/NinjaGaiden3_Contrasty/rules.txt index f93018e8..23ab30de 100644 --- a/Enhancements/NinjaGaiden3_Contrasty/rules.txt +++ b/Enhancements/NinjaGaiden3_Contrasty/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010110900,0005000010110A00,0005000010110B00 name = Contrasty path = "Ninja Gaiden 3: Razors Edge/Enhancements/Contrasty" description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. -version = 4 +version = 3 [Preset] name = Default diff --git a/Enhancements/Splatoon_Bloom/34eaf9e211e76379_00000000000003c9_ps.txt b/Enhancements/Splatoon_Bloom/34eaf9e211e76379_00000000000003c9_ps.txt index 87f3dee4..c1399008 100644 --- a/Enhancements/Splatoon_Bloom/34eaf9e211e76379_00000000000003c9_ps.txt +++ b/Enhancements/Splatoon_Bloom/34eaf9e211e76379_00000000000003c9_ps.txt @@ -1,41 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 34eaf9e211e76379 const float bloomFactor = $bloom; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[4]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[4]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x16466800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x16466800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/Splatoon_Bloom/rules.txt b/Enhancements/Splatoon_Bloom/rules.txt index 4ae5740f..c34c8114 100644 --- a/Enhancements/Splatoon_Bloom/rules.txt +++ b/Enhancements/Splatoon_Bloom/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010176900,0005000010176A00,0005000010162B00 name = Bloom Adjustment path = "Splatoon/Enhancements/Bloom Adjustment" description = Allows you to adjust how strong the bloom is. Full amount is the default intensity of bloom. -version = 4 +version = 3 [Preset] name = Full Amount (Default) diff --git a/Enhancements/Splatoon_Shadows/b4196905d6fff2bb_0000000000001e69_ps.txt b/Enhancements/Splatoon_Shadows/b4196905d6fff2bb_0000000000001e69_ps.txt index bb5eb0b6..15b65649 100644 --- a/Enhancements/Splatoon_Shadows/b4196905d6fff2bb_0000000000001e69_ps.txt +++ b/Enhancements/Splatoon_Shadows/b4196905d6fff2bb_0000000000001e69_ps.txt @@ -1,43 +1,18 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader b4196905d6fff2bb // Used for: Fixing high-res shadows on models at end-screen of campaign/matches const float resScale = $shadowRes; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[12]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[12]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2DArrayShadow textureUnitPS1;// Tex1 addr 0xf494a800 res 2048x2048x1 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x17f95000 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2DArrayShadow textureUnitPS1;// Tex1 addr 0xf494a800 res 2048x2048x1 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 6 6 6 border: 2 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x17f95000 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) noperspective in vec4 passParameterSem0; layout(location = 1) noperspective in vec4 passParameterSem4; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/Splatoon_Shadows/rules.txt b/Enhancements/Splatoon_Shadows/rules.txt index ae3e13ff..cd5e81df 100644 --- a/Enhancements/Splatoon_Shadows/rules.txt +++ b/Enhancements/Splatoon_Shadows/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010176900,0005000010176A00,0005000010162B00 name = Shadow Resolution path = "Splatoon/Graphics/Shadow Resolution" description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution. -version = 4 +version = 3 [Preset] name = Medium (1.00x, Default) diff --git a/Enhancements/SuperMario3DWorld_Contrasty/be99d80628d31127_00000000000003c9_ps.txt b/Enhancements/SuperMario3DWorld_Contrasty/be99d80628d31127_00000000000003c9_ps.txt index d66ae9da..6c3c1a08 100644 --- a/Enhancements/SuperMario3DWorld_Contrasty/be99d80628d31127_00000000000003c9_ps.txt +++ b/Enhancements/SuperMario3DWorld_Contrasty/be99d80628d31127_00000000000003c9_ps.txt @@ -1,36 +1,10 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader be99d80628d31127 //AA PS // Used for: Another vertical blur -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[4]; -}; -#else uniform vec2 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[4]; -#endif const float hazeFactor = 0.1; @@ -119,8 +93,9 @@ vec3 contrasty(vec3 colour){ return fColour; } -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5800800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4341000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +uniform ivec4 uf_remappedPS[4]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5800800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4341000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; //uniform vec2 uf_fragCoordScale; diff --git a/Enhancements/SuperMario3DWorld_Contrasty/rules.txt b/Enhancements/SuperMario3DWorld_Contrasty/rules.txt index 6a511254..8c8c907f 100644 --- a/Enhancements/SuperMario3DWorld_Contrasty/rules.txt +++ b/Enhancements/SuperMario3DWorld_Contrasty/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010145D00,0005000010145C00,0005000010106100 name = Contrasty path = "Super Mario 3D World/Enhancements/Contrasty" description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Doesn't work if you also upscale or downscale the resolution. -version = 4 +version = 3 [Preset] name = Default diff --git a/Enhancements/SuperSmashBros_Contrasty/9f6adb9a651f84b9_0000000000000079_ps.txt b/Enhancements/SuperSmashBros_Contrasty/9f6adb9a651f84b9_0000000000000079_ps.txt index a09e3f1e..2c85be20 100644 --- a/Enhancements/SuperSmashBros_Contrasty/9f6adb9a651f84b9_0000000000000079_ps.txt +++ b/Enhancements/SuperSmashBros_Contrasty/9f6adb9a651f84b9_0000000000000079_ps.txt @@ -1,35 +1,9 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 9f6adb9a651f84b9 //cty -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[3]; -}; -#else uniform vec2 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[3]; -#endif const float hazeFactor = $hazeFactor; @@ -120,7 +94,8 @@ vec3 contrasty(vec3 colour){ -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4ff4000 res 1920x1080x1 dim 1 tm: 4 format 0219 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4ff4000 res 1920x1080x1 dim 1 tm: 4 format 0219 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem130; layout(location = 0) out vec4 passPixelColor0; //uniform vec2 uf_fragCoordScale; diff --git a/Enhancements/SuperSmashBros_Contrasty/rules.txt b/Enhancements/SuperSmashBros_Contrasty/rules.txt index f8a97a3d..96513ba4 100644 --- a/Enhancements/SuperSmashBros_Contrasty/rules.txt +++ b/Enhancements/SuperSmashBros_Contrasty/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010110E00,0005000010145000,0005000010144F00 name = Contrasty path = "Super Smash Bros. for Wii U/Enhancements/Contrasty" description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. -version = 4 +version = 3 [Preset] name = Default diff --git a/Enhancements/SuperSmashBros_Shadows/7613a0515b67d8b4_0000000000000000_vs.txt b/Enhancements/SuperSmashBros_Shadows/7613a0515b67d8b4_0000000000000000_vs.txt index 65eaaea4..c27fa61b 100644 --- a/Enhancements/SuperSmashBros_Shadows/7613a0515b67d8b4_0000000000000000_vs.txt +++ b/Enhancements/SuperSmashBros_Shadows/7613a0515b67d8b4_0000000000000000_vs.txt @@ -2,37 +2,12 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 7613a0515b67d8b4 const float shadowRes = $shadowRes; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -94,7 +69,7 @@ PS1f = R3f.y; // 2 R3f.z = R2f.x + R127f.w; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem130 = vec4(R0f.x, R0f.y, R0f.z, R0f.y); // export diff --git a/Enhancements/SuperSmashBros_Shadows/rules.txt b/Enhancements/SuperSmashBros_Shadows/rules.txt index c90c56f5..a19ff6d0 100644 --- a/Enhancements/SuperSmashBros_Shadows/rules.txt +++ b/Enhancements/SuperSmashBros_Shadows/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010110E00,0005000010145000,0005000010144F00 name = Shadow Resolution path = "Super Smash Bros. for Wii U/Graphics/Shadow Resolution" description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this increases performance but makes shadows blockier. Medium is the original resolution. -version = 4 +version = 3 [Preset] name = Medium (1.00x, Default) diff --git a/Enhancements/TokyoMirage_!AARemoval/04d0827b9471eb22_0000000000000000_vs.txt b/Enhancements/TokyoMirage_!AARemoval/04d0827b9471eb22_0000000000000000_vs.txt index 638912c0..9dc0ea58 100644 --- a/Enhancements/TokyoMirage_!AARemoval/04d0827b9471eb22_0000000000000000_vs.txt +++ b/Enhancements/TokyoMirage_!AARemoval/04d0827b9471eb22_0000000000000000_vs.txt @@ -2,37 +2,12 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 04d0827b9471eb22 -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -94,7 +69,7 @@ R0f.y = R2f.y + -(R127f.z); R0f.z = PV0f.y; R0f.w = PV0f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem137 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Enhancements/TokyoMirage_!AARemoval/rules.txt b/Enhancements/TokyoMirage_!AARemoval/rules.txt index 1a0013f4..86d6b4bd 100644 --- a/Enhancements/TokyoMirage_!AARemoval/rules.txt +++ b/Enhancements/TokyoMirage_!AARemoval/rules.txt @@ -3,4 +3,4 @@ titleIds = 00050000101ED700,00050000101ED800,0005000010131D00 name = AA Removal path = "Tokyo Mirage Sessions FE/Enhancements/AA Removal" description = Removes AA, no performance gain. Used for clean look or injecting external AA. -version = 4 +version = 3 diff --git a/Enhancements/TokyoMirage_!VideoPanNScan/dda6656146476243_0000000000000000_vs.txt b/Enhancements/TokyoMirage_!VideoPanNScan/dda6656146476243_0000000000000000_vs.txt index 2b46cdbe..ef9919a4 100644 --- a/Enhancements/TokyoMirage_!VideoPanNScan/dda6656146476243_0000000000000000_vs.txt +++ b/Enhancements/TokyoMirage_!VideoPanNScan/dda6656146476243_0000000000000000_vs.txt @@ -1,37 +1,13 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader dda6656146476243 //Video aspect const float UI = $UIAspectX; const float UIY = $UIAspectY; -#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 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -110,7 +86,7 @@ R0f.w = tempf.x; R1f.xyz = vec3(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z)); R1f.w = intBitsToFloat(uf_remappedVS[4].w); // export -SET_POSITION(vec4(R0f.x*UI, R0f.y*UIY, R0f.z, R0f.w)); +gl_Position = vec4(R0f.x*UI, R0f.y*UIY, R0f.z, R0f.w); // export passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export diff --git a/Enhancements/TokyoMirage_!VideoPanNScan/rules.txt b/Enhancements/TokyoMirage_!VideoPanNScan/rules.txt index 3e5aa3d8..41a0a77a 100644 --- a/Enhancements/TokyoMirage_!VideoPanNScan/rules.txt +++ b/Enhancements/TokyoMirage_!VideoPanNScan/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101ED700,00050000101ED800,0005000010131D00 name = Video pan n scan path = "Tokyo Mirage Sessions FE/Graphics/Video pan n scan" description = 21:9 Video, cuts of sides instead of pillarboxing -version = 4 +version = 3 [Preset] name = 21:9 Pan n scan (Cut top, bottom) diff --git a/Enhancements/TokyoMirage_AdjustBlur/4d96f8f88575bcab_00000000000003c9_ps.txt b/Enhancements/TokyoMirage_AdjustBlur/4d96f8f88575bcab_00000000000003c9_ps.txt index 7e3c61a8..f520969e 100644 --- a/Enhancements/TokyoMirage_AdjustBlur/4d96f8f88575bcab_00000000000003c9_ps.txt +++ b/Enhancements/TokyoMirage_AdjustBlur/4d96f8f88575bcab_00000000000003c9_ps.txt @@ -1,41 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 4d96f8f88575bcab -- Used to blur out the main frame in various cutscenes float blur = $Blur; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4fa8000 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4c24000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4fa8000 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4c24000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem136; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/TokyoMirage_AdjustBlur/rules.txt b/Enhancements/TokyoMirage_AdjustBlur/rules.txt index c4c336e1..89b3561d 100644 --- a/Enhancements/TokyoMirage_AdjustBlur/rules.txt +++ b/Enhancements/TokyoMirage_AdjustBlur/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101ED700,00050000101ED800,0005000010131D00 name = Adjust CutScene Blur Pack path = "Tokyo Mirage Sessions FE/Graphics/Adjust Blur" description = Changes the in-game cut-scenes blur. -version = 4 +version = 3 [Preset] name = 100% Blur (Original) diff --git a/Enhancements/TokyoMirage_Contrasty/a7f4801a8d29e333_0000000000000079_ps.txt b/Enhancements/TokyoMirage_Contrasty/a7f4801a8d29e333_0000000000000079_ps.txt index 9905ecb9..b9536ef7 100644 --- a/Enhancements/TokyoMirage_Contrasty/a7f4801a8d29e333_0000000000000079_ps.txt +++ b/Enhancements/TokyoMirage_Contrasty/a7f4801a8d29e333_0000000000000079_ps.txt @@ -1,35 +1,9 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader a7f4801a8d29e333 -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[3]; -}; -#else uniform vec2 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[3]; -#endif const float hazeFactor = 0.1; @@ -119,7 +93,8 @@ vec3 contrasty(vec3 colour){ } const float resScale = 3.0; //AA in PS -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem136; layout(location = 1) in vec4 passParameterSem137; layout(location = 0) out vec4 passPixelColor0; diff --git a/Enhancements/TokyoMirage_Contrasty/rules.txt b/Enhancements/TokyoMirage_Contrasty/rules.txt index 4d1ec184..2ffd739c 100644 --- a/Enhancements/TokyoMirage_Contrasty/rules.txt +++ b/Enhancements/TokyoMirage_Contrasty/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101ED700,00050000101ED800,0005000010131D00 name = Contrasty path = "Tokyo Mirage Sessions FE/Enhancements/Contrasty" description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. -version = 4 +version = 3 [Preset] name = Default diff --git a/Enhancements/TwilightPrincessHD_Bicubic/rules.txt b/Enhancements/TwilightPrincessHD_Bicubic/rules.txt index 4ecf816d..acceb40b 100644 --- a/Enhancements/TwilightPrincessHD_Bicubic/rules.txt +++ b/Enhancements/TwilightPrincessHD_Bicubic/rules.txt @@ -3,7 +3,7 @@ name = Optimized Bicubic spline resampler titleIds = 000500001019C800,000500001019E600,000500001019E500 path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Bicubic Sharpen Filters" description = The b and c can adjust the properties of the cubic; sometimes referred to as "blurring" and "ringing" respectively. -version = 4 +version = 3 [OutputShader] upscaleMagFilter = Linear diff --git a/Enhancements/TwilightPrincessHD_Contrasty/49865bd2e62efda1_0000000000000079_ps.txt b/Enhancements/TwilightPrincessHD_Contrasty/49865bd2e62efda1_0000000000000079_ps.txt index 6920f6e2..d5df980f 100644 --- a/Enhancements/TwilightPrincessHD_Contrasty/49865bd2e62efda1_0000000000000079_ps.txt +++ b/Enhancements/TwilightPrincessHD_Contrasty/49865bd2e62efda1_0000000000000079_ps.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 49865bd2e62efda1 //dark world bloom const float bloom = $bloom; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf597f000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf597f000 res 480x270x1 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 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/TwilightPrincessHD_Contrasty/5f422bf63e25be7f_0000000000000079_ps.txt b/Enhancements/TwilightPrincessHD_Contrasty/5f422bf63e25be7f_0000000000000079_ps.txt index 0eba5249..b74b8be4 100644 --- a/Enhancements/TwilightPrincessHD_Contrasty/5f422bf63e25be7f_0000000000000079_ps.txt +++ b/Enhancements/TwilightPrincessHD_Contrasty/5f422bf63e25be7f_0000000000000079_ps.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 5f422bf63e25be7f // Bleach pass cutscene const float bleach = $bleach; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x24dfb000 res 960x540x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x24dfb000 res 960x540x1 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 layout(location = 0) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/TwilightPrincessHD_Contrasty/95a5a89d62998e0d_0000000000000079_ps.txt b/Enhancements/TwilightPrincessHD_Contrasty/95a5a89d62998e0d_0000000000000079_ps.txt index aecd8b53..e6015873 100644 --- a/Enhancements/TwilightPrincessHD_Contrasty/95a5a89d62998e0d_0000000000000079_ps.txt +++ b/Enhancements/TwilightPrincessHD_Contrasty/95a5a89d62998e0d_0000000000000079_ps.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 95a5a89d62998e0d // blur const float bloom = $bloom; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf59ff000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf59ff000 res 480x270x1 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 layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -66,7 +41,7 @@ ivec4 ARi = ivec4(0); bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; -R0f = GET_FRAGCOORD(); +R0f = vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw); scaler = uf_fragCoordScale.x; // 0 R7f.x = R0f.x * intBitsToFloat(0x3b088889); diff --git a/Enhancements/TwilightPrincessHD_Contrasty/c14019840473ff86_00000000000003c9_ps.txt b/Enhancements/TwilightPrincessHD_Contrasty/c14019840473ff86_00000000000003c9_ps.txt index d5a5737b..0161ff1d 100644 --- a/Enhancements/TwilightPrincessHD_Contrasty/c14019840473ff86_00000000000003c9_ps.txt +++ b/Enhancements/TwilightPrincessHD_Contrasty/c14019840473ff86_00000000000003c9_ps.txt @@ -1,32 +1,8 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader c14019840473ff86 //aa -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif const float hazeFactor = 0.1; @@ -116,8 +92,8 @@ vec3 contrasty(vec3 colour){ } -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5187000 res 1920x1080x1 dim 1 tm: 4 format 0011 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 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 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5187000 res 1920x1080x1 dim 1 tm: 4 format 0011 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; diff --git a/Enhancements/TwilightPrincessHD_Contrasty/rules.txt b/Enhancements/TwilightPrincessHD_Contrasty/rules.txt index 4c211d87..f5d56d68 100644 --- a/Enhancements/TwilightPrincessHD_Contrasty/rules.txt +++ b/Enhancements/TwilightPrincessHD_Contrasty/rules.txt @@ -3,7 +3,7 @@ titleIds = 000500001019C800,000500001019E600,000500001019E500 name = Contrasty path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Contrasty" description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. -version = 4 +version = 3 [Preset] name = default diff --git a/Enhancements/TwilightPrincessHD_FancyFX/e334517825fdd599_0000000000000079_ps.txt b/Enhancements/TwilightPrincessHD_FancyFX/e334517825fdd599_0000000000000079_ps.txt index 55f06cd5..f84430a7 100644 --- a/Enhancements/TwilightPrincessHD_FancyFX/e334517825fdd599_0000000000000079_ps.txt +++ b/Enhancements/TwilightPrincessHD_FancyFX/e334517825fdd599_0000000000000079_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader e334517825fdd599 //basline dof blur.. @@ -26,17 +9,10 @@ const int sampleScaling = $presetPass; #define EnableBlur $enableBlur -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 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 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif const int sampleScale = 2 + sampleScaling; diff --git a/Enhancements/TwilightPrincessHD_FancyFX/rules.txt b/Enhancements/TwilightPrincessHD_FancyFX/rules.txt index 16ea9961..9301da2a 100644 --- a/Enhancements/TwilightPrincessHD_FancyFX/rules.txt +++ b/Enhancements/TwilightPrincessHD_FancyFX/rules.txt @@ -3,7 +3,7 @@ titleIds = 000500001019C800,000500001019E600,000500001019E500 name = Resolution path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Fancy FX" description = Pretty blur, shadow x2, de-band sky, maintained on Nvidia. -version = 4 +version = 3 [Preset] # Gaussian blur w correct scaling diff --git a/Enhancements/VCGBA_Undarken/79ba8affb269f61c_0000000000000079_ps.txt b/Enhancements/VCGBA_Undarken/79ba8affb269f61c_0000000000000079_ps.txt index 3e47fe0d..5dd8117a 100644 --- a/Enhancements/VCGBA_Undarken/79ba8affb269f61c_0000000000000079_ps.txt +++ b/Enhancements/VCGBA_Undarken/79ba8affb269f61c_0000000000000079_ps.txt @@ -1,35 +1,11 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 79ba8affb269f61c // Checked against output from mGBA (191/255 = Wii U is 74.90196078431373‬% darker) // verified on Fire Emblem and Minish Cap -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem128; layout(location = 1) in vec4 passParameterSem129; layout(location = 0) out vec4 passPixelColor0; diff --git a/Enhancements/VCGBA_Undarken/rules.txt b/Enhancements/VCGBA_Undarken/rules.txt index 0326767b..131fb22b 100644 --- a/Enhancements/VCGBA_Undarken/rules.txt +++ b/Enhancements/VCGBA_Undarken/rules.txt @@ -3,4 +3,4 @@ titleIds = 5000010173E00,5000010174000,5000010174100,5000010176100,5000010176000 name = Undarken path = Virtual Console/GBA/Enhancements/Undarken description = Undarkens the emulator output. -version = 4 +version = 3 diff --git a/Enhancements/VCN64_Undarken/1494f789ce9ac901_000000000000000f_ps.txt b/Enhancements/VCN64_Undarken/1494f789ce9ac901_000000000000000f_ps.txt index fc675bce..3f0c2588 100644 --- a/Enhancements/VCN64_Undarken/1494f789ce9ac901_000000000000000f_ps.txt +++ b/Enhancements/VCN64_Undarken/1494f789ce9ac901_000000000000000f_ps.txt @@ -1,34 +1,9 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 1494f789ce9ac901 -#ifdef VULKAN -layout(set = 1, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[1]; uniform vec2 uf_fragCoordScale; -#endif layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; int clampFI32(int v) diff --git a/Enhancements/VCN64_Undarken/rules.txt b/Enhancements/VCN64_Undarken/rules.txt index b98fd9e0..b0dabb14 100644 --- a/Enhancements/VCN64_Undarken/rules.txt +++ b/Enhancements/VCN64_Undarken/rules.txt @@ -3,4 +3,4 @@ titleIds = 50000101FEA00,50000101FE900,5000010199200,5000010199100,5000010199300 name = Undarken path = Virtual Console/N64/Enhancements/Undarken description = Undarkens the emulator output. -version = 4 +version = 3 diff --git a/Enhancements/VCNES_Undarken/d2a97b2fb99411a5_0000000000000079_ps.txt b/Enhancements/VCNES_Undarken/d2a97b2fb99411a5_0000000000000079_ps.txt index cc2e3fb1..6cf63375 100644 --- a/Enhancements/VCNES_Undarken/d2a97b2fb99411a5_0000000000000079_ps.txt +++ b/Enhancements/VCNES_Undarken/d2a97b2fb99411a5_0000000000000079_ps.txt @@ -1,33 +1,9 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader d2a97b2fb99411a5 -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; int clampFI32(int v) diff --git a/Enhancements/VCNES_Undarken/rules.txt b/Enhancements/VCNES_Undarken/rules.txt index aa925134..a72959ba 100644 --- a/Enhancements/VCNES_Undarken/rules.txt +++ b/Enhancements/VCNES_Undarken/rules.txt @@ -3,4 +3,4 @@ titleIds = 500001012A100,500001012DF00,500001012DE00,500001012E000,500001012E100 name = Undarken path = Virtual Console/NES/Enhancements/Undarken description = Undarkens the emulator output. -version = 4 +version = 3 diff --git a/Enhancements/WindWakerHD_Contrasty/04dcbf2655f94e03_00000000000007f9_ps.txt b/Enhancements/WindWakerHD_Contrasty/04dcbf2655f94e03_00000000000007f9_ps.txt index d1b98ed0..72629ef7 100644 --- a/Enhancements/WindWakerHD_Contrasty/04dcbf2655f94e03_00000000000007f9_ps.txt +++ b/Enhancements/WindWakerHD_Contrasty/04dcbf2655f94e03_00000000000007f9_ps.txt @@ -1,43 +1,18 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 04dcbf2655f94e03 //hoirzon cloud layer lighten up -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -#endif const float skyboxRed = float($skyboxRed); const float skyboxGreen = float($skyboxGreen); const float skyboxBlue = float($skyboxBlue); const float skyboxMix = float($skyboxMix); -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0x2702c000 res 1024x256x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0xb +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x2702c000 res 1024x256x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 2 0 border: 0 layout(location = 0) in vec4 passParameterSem6; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/WindWakerHD_Contrasty/53141a02b3f78921_00000000000000ff_ps.txt b/Enhancements/WindWakerHD_Contrasty/53141a02b3f78921_00000000000000ff_ps.txt index ae408733..3c545180 100644 --- a/Enhancements/WindWakerHD_Contrasty/53141a02b3f78921_00000000000000ff_ps.txt +++ b/Enhancements/WindWakerHD_Contrasty/53141a02b3f78921_00000000000000ff_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 53141a02b3f78921 //make gradient more white blue const float skyboxRed = float($skyboxRed); @@ -24,19 +7,11 @@ const float skyboxGreen = float($skyboxGreen); const float skyboxBlue = float($skyboxBlue); const float skyboxMix = float($skyboxMix); -#ifdef VULKAN -layout(set = 1, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -#endif layout(location = 0) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/WindWakerHD_Contrasty/8a763b05908ba4e8_00000000000000ff_ps.txt b/Enhancements/WindWakerHD_Contrasty/8a763b05908ba4e8_00000000000000ff_ps.txt index b236c421..b5e25d95 100644 --- a/Enhancements/WindWakerHD_Contrasty/8a763b05908ba4e8_00000000000000ff_ps.txt +++ b/Enhancements/WindWakerHD_Contrasty/8a763b05908ba4e8_00000000000000ff_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 8a763b05908ba4e8 //Third band horizon const float skyboxRed = float($skyboxRed); @@ -24,21 +7,13 @@ const float skyboxGreen = float($skyboxGreen); const float skyboxBlue = float($skyboxBlue); const float skyboxMix = float($skyboxMix); -#ifdef VULKAN -layout(set = 1, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif layout(location = 0) in vec4 passParameterSem1; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem4; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/WindWakerHD_Contrasty/90ed656e9c17616b_00000000000000ff_ps.txt b/Enhancements/WindWakerHD_Contrasty/90ed656e9c17616b_00000000000000ff_ps.txt index dc66babd..058840f8 100644 --- a/Enhancements/WindWakerHD_Contrasty/90ed656e9c17616b_00000000000000ff_ps.txt +++ b/Enhancements/WindWakerHD_Contrasty/90ed656e9c17616b_00000000000000ff_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 90ed656e9c17616b //make second gradient more white blue const float skyboxRed = float($skyboxRed); @@ -24,19 +7,11 @@ const float skyboxGreen = float($skyboxGreen); const float skyboxBlue = float($skyboxBlue); const float skyboxMix = float($skyboxMix); -#ifdef VULKAN -layout(set = 1, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif layout(location = 0) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/WindWakerHD_Contrasty/92d5cf316124c301_00000000007fd249_ps.txt b/Enhancements/WindWakerHD_Contrasty/92d5cf316124c301_00000000007fd249_ps.txt index 6a403503..c605ee9a 100644 --- a/Enhancements/WindWakerHD_Contrasty/92d5cf316124c301_00000000007fd249_ps.txt +++ b/Enhancements/WindWakerHD_Contrasty/92d5cf316124c301_00000000007fd249_ps.txt @@ -1,40 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 92d5cf316124c301 //beach cooking -#ifdef VULKAN -layout(set = 1, binding = 5) uniform ufBlock -{ uniform ivec4 uf_remappedPS[7]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[7]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0;// Tex0 addr 0x22754000 res 4x4x1 dim 5 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4200000 res 960x540x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x25304000 res 4096x4096x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xd -TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf42ff800 res 960x540x1 dim 1 tm: 4 format 001a compSel: 1 2 3 0 mipView: 0x0 (num 0x2 -TEXTURE_LAYOUT(4, 1, 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x26528000 res 512x2048x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xc +layout(binding = 0) uniform sampler2DArray textureUnitPS0;// Tex0 addr 0x22754000 res 4x4x1 dim 5 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4200000 res 960x540x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x25304000 res 4096x4096x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xd) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 1 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf42ff800 res 960x540x1 dim 1 tm: 4 format 001a compSel: 1 2 3 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x26528000 res 512x2048x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xc) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 0 border: 0 layout(location = 0) in vec4 passParameterSem1; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem4; @@ -44,6 +18,7 @@ layout(location = 5) in vec4 passParameterSem7; layout(location = 6) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/WindWakerHD_Contrasty/960d3ef6662043c7_0000000000000079_ps.txt b/Enhancements/WindWakerHD_Contrasty/960d3ef6662043c7_0000000000000079_ps.txt index b90a0379..5cdb4a14 100644 --- a/Enhancements/WindWakerHD_Contrasty/960d3ef6662043c7_0000000000000079_ps.txt +++ b/Enhancements/WindWakerHD_Contrasty/960d3ef6662043c7_0000000000000079_ps.txt @@ -1,39 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 960d3ef6662043c7//bloom blend const float skyboxRed = float($skyboxRed); const float skyboxGreen = float($skyboxGreen); const float skyboxBlue = float($skyboxBlue); const float skyboxMix = float($skyboxMix); -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4000800 res 480x270x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4000800 res 480x270x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/WindWakerHD_Contrasty/b77c717f243c0b08_00000000007f9249_ps.txt b/Enhancements/WindWakerHD_Contrasty/b77c717f243c0b08_00000000007f9249_ps.txt index b4712341..ae325cbc 100644 --- a/Enhancements/WindWakerHD_Contrasty/b77c717f243c0b08_00000000007f9249_ps.txt +++ b/Enhancements/WindWakerHD_Contrasty/b77c717f243c0b08_00000000007f9249_ps.txt @@ -1,44 +1,18 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader b77c717f243c0b08 -#ifdef VULKAN -layout(set = 1, binding = 5) uniform ufBlock -{ uniform ivec4 uf_remappedPS[9]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[9]; -uniform vec2 uf_fragCoordScale; -#endif const float skyboxRed = float($skyboxRed); const float skyboxGreen = float($skyboxGreen); const float skyboxBlue = float($skyboxBlue); const float skyboxMix = float($skyboxMix); -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0x25672000 res 4096x4096x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xd -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf42ff800 res 960x540x1 dim 1 tm: 4 format 001a compSel: 1 2 3 0 mipView: 0x0 (num 0x2 -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;// Tex3 addr 0x2df1f000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0xb -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0x2dfcb000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5;// Tex5 addr 0x2df1f000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0xb +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x25672000 res 4096x4096x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xd) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf42ff800 res 960x540x1 dim 1 tm: 4 format 001a compSel: 1 2 3 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x2df1f000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 1 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x2dfcb000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 1 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x2df1f000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 1 layout(location = 0) in vec4 passParameterSem2; layout(location = 1) in vec4 passParameterSem4; layout(location = 2) in vec4 passParameterSem5; @@ -48,6 +22,7 @@ layout(location = 5) in vec4 passParameterSem8; layout(location = 6) in vec4 passParameterSem9; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/WindWakerHD_Contrasty/c2cae30e906be2d5_0000000000001e49_ps.txt b/Enhancements/WindWakerHD_Contrasty/c2cae30e906be2d5_0000000000001e49_ps.txt index d8cd7c4b..4c76925e 100644 --- a/Enhancements/WindWakerHD_Contrasty/c2cae30e906be2d5_0000000000001e49_ps.txt +++ b/Enhancements/WindWakerHD_Contrasty/c2cae30e906be2d5_0000000000001e49_ps.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader c2cae30e906be2d5 //Ao scale -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[8]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[8]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4200000 res 960x540x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4200000 res 960x540x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x2 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x3b5d5800 res 4x4x1 dim 1 tm: 2 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4200000 res 960x540x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4200000 res 960x540x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x3b5d5800 res 4x4x1 dim 1 tm: 2 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 1 layout(location = 0) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/WindWakerHD_Contrasty/e1ea1127489fd281_0000000000003fc9_ps.txt b/Enhancements/WindWakerHD_Contrasty/e1ea1127489fd281_0000000000003fc9_ps.txt index b085174e..4a19c65e 100644 --- a/Enhancements/WindWakerHD_Contrasty/e1ea1127489fd281_0000000000003fc9_ps.txt +++ b/Enhancements/WindWakerHD_Contrasty/e1ea1127489fd281_0000000000003fc9_ps.txt @@ -1,46 +1,21 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader e1ea1127489fd281 // horizon -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[5]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[5]; -uniform vec2 uf_fragCoordScale; -#endif const float skyboxRed = float($skyboxRed); const float skyboxGreen = float($skyboxGreen); const float skyboxBlue = float($skyboxBlue); const float skyboxMix = float($skyboxMix); -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0x25672000 res 4096x4096x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xd -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf42ff800 res 960x540x1 dim 1 tm: 4 format 001a compSel: 1 2 3 0 mipView: 0x0 (num 0x2 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x25672000 res 4096x4096x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xd) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf42ff800 res 960x540x1 dim 1 tm: 4 format 001a compSel: 1 2 3 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem2; layout(location = 1) in vec4 passParameterSem4; layout(location = 2) in vec4 passParameterSem5; layout(location = 3) in vec4 passParameterSem6; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/WindWakerHD_Contrasty/ef821134ed8dd294_0000000000003fc9_ps.txt b/Enhancements/WindWakerHD_Contrasty/ef821134ed8dd294_0000000000003fc9_ps.txt index 47bc336d..84f17136 100644 --- a/Enhancements/WindWakerHD_Contrasty/ef821134ed8dd294_0000000000003fc9_ps.txt +++ b/Enhancements/WindWakerHD_Contrasty/ef821134ed8dd294_0000000000003fc9_ps.txt @@ -1,47 +1,22 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader ef821134ed8dd294 // horizon 2 missing shader const float skyboxRed = float($skyboxRed); const float skyboxGreen = float($skyboxGreen); const float skyboxBlue = float($skyboxBlue); const float skyboxMix = float($skyboxMix); -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[5]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[5]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0x25304000 res 4096x4096x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xd -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf42ff800 res 960x540x1 dim 1 tm: 4 format 001a compSel: 1 2 3 0 mipView: 0x0 (num 0x2 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x25304000 res 4096x4096x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xd) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf42ff800 res 960x540x1 dim 1 tm: 4 format 001a compSel: 1 2 3 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem2; layout(location = 1) in vec4 passParameterSem4; layout(location = 2) in vec4 passParameterSem5; layout(location = 3) in vec4 passParameterSem6; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/WindWakerHD_Contrasty/f1a49f43d95bec30_00000000000000ff_ps.txt b/Enhancements/WindWakerHD_Contrasty/f1a49f43d95bec30_00000000000000ff_ps.txt index a540f112..0e5c2aaa 100644 --- a/Enhancements/WindWakerHD_Contrasty/f1a49f43d95bec30_00000000000000ff_ps.txt +++ b/Enhancements/WindWakerHD_Contrasty/f1a49f43d95bec30_00000000000000ff_ps.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader f1a49f43d95bec30 //skybox const float skyboxRed = float($skyboxRed); const float skyboxGreen = float($skyboxGreen); const float skyboxBlue = float($skyboxBlue); const float skyboxMix = float($skyboxMix); -#ifdef VULKAN -layout(set = 1, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -#endif layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/WindWakerHD_Contrasty/ff71dcd2ad4defdc_00000000000003c9_ps.txt b/Enhancements/WindWakerHD_Contrasty/ff71dcd2ad4defdc_00000000000003c9_ps.txt index ee380987..79d0a4cb 100644 --- a/Enhancements/WindWakerHD_Contrasty/ff71dcd2ad4defdc_00000000000003c9_ps.txt +++ b/Enhancements/WindWakerHD_Contrasty/ff71dcd2ad4defdc_00000000000003c9_ps.txt @@ -1,35 +1,9 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader ff71dcd2ad4defdc //AA ps -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[4]; -}; -#else uniform vec2 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[4]; -#endif const float hazeFactor = 0.1; @@ -120,8 +94,9 @@ vec3 contrasty(vec3 colour){ const float resScale = 2.0; -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1920x1080x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +uniform ivec4 uf_remappedPS[4]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1920x1080x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; //uniform vec2 uf_fragCoordScale; diff --git a/Enhancements/WindWakerHD_Contrasty/rules.txt b/Enhancements/WindWakerHD_Contrasty/rules.txt index d7036f19..73695935 100644 --- a/Enhancements/WindWakerHD_Contrasty/rules.txt +++ b/Enhancements/WindWakerHD_Contrasty/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010143400,0005000010143600,0005000010143500 name = Contrasty path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Contrasty v1.1" description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Enabling will ignore your other AA settings. -version = 4 +version = 3 [Preset] name = Default diff --git a/Enhancements/WindWakerHD_LODBias/rules.txt b/Enhancements/WindWakerHD_LODBias/rules.txt index 8090bc98..018d945a 100644 --- a/Enhancements/WindWakerHD_LODBias/rules.txt +++ b/Enhancements/WindWakerHD_LODBias/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010143400,0005000010143600,0005000010143500 name = Negative texture LOD bias path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Negative Texture LOD" description = Texture LOD override, possible shimmer but sharper textures. -version = 4 +version = 3 [Preset] name = LOD Default diff --git a/Enhancements/WindWakerHD_NoSSAO/c2cae30e906be2d5_0000000000001e49_ps.txt b/Enhancements/WindWakerHD_NoSSAO/c2cae30e906be2d5_0000000000001e49_ps.txt index 2088a543..b644a8ee 100644 --- a/Enhancements/WindWakerHD_NoSSAO/c2cae30e906be2d5_0000000000001e49_ps.txt +++ b/Enhancements/WindWakerHD_NoSSAO/c2cae30e906be2d5_0000000000001e49_ps.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader c2cae30e906be2d5 // Wind Waker - NoSSAO -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[8]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[8]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4200000 res 960x540x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4200000 res 960x540x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x2 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x3b943800 res 4x4x1 dim 1 tm: 2 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4200000 res 960x540x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4200000 res 960x540x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x3b943800 res 4x4x1 dim 1 tm: 2 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 1 layout(location = 0) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/WindWakerHD_NoSSAO/rules.txt b/Enhancements/WindWakerHD_NoSSAO/rules.txt index 01acd313..8f9cd8ef 100644 --- a/Enhancements/WindWakerHD_NoSSAO/rules.txt +++ b/Enhancements/WindWakerHD_NoSSAO/rules.txt @@ -3,4 +3,4 @@ titleIds = 0005000010143400,0005000010143600,0005000010143500 name = No SSAO path = "The Legend of Zelda: The Wind Waker HD/Enhancements/No SSAO" description = Removes the SSAO of the game, which are these little blurred shadows around Link when you're standing under a tree, for example. -version = 4 \ No newline at end of file +version = 3 \ No newline at end of file diff --git a/Enhancements/XenobladeX_Contrasty/59df1c7e1806366c_00000000000003c9_ps.txt b/Enhancements/XenobladeX_Contrasty/59df1c7e1806366c_00000000000003c9_ps.txt index 1f4e3139..87d84953 100644 --- a/Enhancements/XenobladeX_Contrasty/59df1c7e1806366c_00000000000003c9_ps.txt +++ b/Enhancements/XenobladeX_Contrasty/59df1c7e1806366c_00000000000003c9_ps.txt @@ -1,36 +1,10 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 59df1c7e1806366c //contrasty AA shader -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[2]; -}; -#else uniform vec2 uf_fragCoordScale; -uniform ivec4 uf_remappedPS[2]; -#endif const float hazeFactor = 0.1; @@ -120,8 +94,9 @@ vec3 contrasty(vec3 colour){ } -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; diff --git a/Enhancements/XenobladeX_Contrasty/rules.txt b/Enhancements/XenobladeX_Contrasty/rules.txt index 826cf9b7..36f7f035 100644 --- a/Enhancements/XenobladeX_Contrasty/rules.txt +++ b/Enhancements/XenobladeX_Contrasty/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00 name = Contrasty path = "Xenoblade Chronicles X/Enhancements/Contrasty" description = This pack tweaks the colours and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Enabling will ignore your other AA settings. -version = 4 +version = 3 [Preset] name = High Contrasty - shadow lift diff --git a/Enhancements/XenobladeX_FancyFX/5eb82314ffb8484e_00000000000007f9_ps.txt b/Enhancements/XenobladeX_FancyFX/5eb82314ffb8484e_00000000000007f9_ps.txt index ecdc424c..afae3573 100644 --- a/Enhancements/XenobladeX_FancyFX/5eb82314ffb8484e_00000000000007f9_ps.txt +++ b/Enhancements/XenobladeX_FancyFX/5eb82314ffb8484e_00000000000007f9_ps.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 5eb82314ffb8484e //cross fade blur prel -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[7]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[7]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 320x180x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 320x180x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/XenobladeX_FancyFX/840947e29015aa9a_00000000000003c9_ps.txt b/Enhancements/XenobladeX_FancyFX/840947e29015aa9a_00000000000003c9_ps.txt index d6518310..0368d464 100644 --- a/Enhancements/XenobladeX_FancyFX/840947e29015aa9a_00000000000003c9_ps.txt +++ b/Enhancements/XenobladeX_FancyFX/840947e29015aa9a_00000000000003c9_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 840947e29015aa9a //BB cliff @@ -38,21 +21,13 @@ highp float lineRand(vec2 co) } -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; // FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG const int samples = 8 * sampleScale, //8 or 4 balances xy position diff --git a/Enhancements/XenobladeX_FancyFX/b3fb199c73caa796_00000000000003c9_ps.txt b/Enhancements/XenobladeX_FancyFX/b3fb199c73caa796_00000000000003c9_ps.txt index dc4f3a54..62d0ea0b 100644 --- a/Enhancements/XenobladeX_FancyFX/b3fb199c73caa796_00000000000003c9_ps.txt +++ b/Enhancements/XenobladeX_FancyFX/b3fb199c73caa796_00000000000003c9_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader b3fb199c73caa796 //BB title @@ -38,20 +21,12 @@ highp float lineRand(vec2 co) return fract(sin(sn) * c); } -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[4]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[4]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf551a000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf551a000 res 1280x720x1 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 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; // FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG const int samples = 8 * sampleScale, //8 or 4 balances xy position diff --git a/Enhancements/XenobladeX_FancyFX/d8e69e8df8c227f5_00000000000003c9_ps.txt b/Enhancements/XenobladeX_FancyFX/d8e69e8df8c227f5_00000000000003c9_ps.txt index 89266d1b..f82dac7a 100644 --- a/Enhancements/XenobladeX_FancyFX/d8e69e8df8c227f5_00000000000003c9_ps.txt +++ b/Enhancements/XenobladeX_FancyFX/d8e69e8df8c227f5_00000000000003c9_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader d8e69e8df8c227f5 //BB grid n char select const float dither = $dither ; @@ -39,20 +22,12 @@ highp float lineRand(vec2 co) -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; // FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG const int samples = 8 * sampleScale, //8 or 4 balances xy position diff --git a/Enhancements/XenobladeX_FancyFX/e412d30f981be3b5_0000000000000000_vs.txt b/Enhancements/XenobladeX_FancyFX/e412d30f981be3b5_0000000000000000_vs.txt index 6db39f0d..5efccfba 100644 --- a/Enhancements/XenobladeX_FancyFX/e412d30f981be3b5_0000000000000000_vs.txt +++ b/Enhancements/XenobladeX_FancyFX/e412d30f981be3b5_0000000000000000_vs.txt @@ -2,38 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader e412d30f981be3b5 //stasis cinematic align. A compromise for centering pretty blur -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -79,7 +54,7 @@ backupReg1f = R2f.y; R2f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[0].x) + intBitsToFloat(uf_remappedVS[0].z)*0.5);//edit R2f.y = (backupReg1f * intBitsToFloat(uf_remappedVS[0].y) + intBitsToFloat(uf_remappedVS[0].w)*0.5); // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); // 0 diff --git a/Enhancements/XenobladeX_FancyFX/rules.txt b/Enhancements/XenobladeX_FancyFX/rules.txt index 69e398d9..f45f1c84 100644 --- a/Enhancements/XenobladeX_FancyFX/rules.txt +++ b/Enhancements/XenobladeX_FancyFX/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00 name = Fancy GFX # I would have called this RTX on, but Nvidia has trademarked it ;) path = "Xenoblade Chronicles X/Enhancements/Fancy FX" description = Pretty blur, de-band sky, re-align cinematic etc, maintained on Nvidia. -version = 4 +version = 3 #Disabled, causes gfx errors on 1.15.x Enable if fixed. #[TextureRedefine] diff --git a/Enhancements/ZombiU_ChromaticAberration/949069c3567f349d_0000000000000079_ps.txt b/Enhancements/ZombiU_ChromaticAberration/949069c3567f349d_0000000000000079_ps.txt index 36169e72..753d0a36 100644 --- a/Enhancements/ZombiU_ChromaticAberration/949069c3567f349d_0000000000000079_ps.txt +++ b/Enhancements/ZombiU_ChromaticAberration/949069c3567f349d_0000000000000079_ps.txt @@ -1,38 +1,13 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 949069c3567f349d // color grading / chromatic aberration -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4a8e000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4a8e000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem130; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/ZombiU_ChromaticAberration/rules.txt b/Enhancements/ZombiU_ChromaticAberration/rules.txt index 26bfbefc..fa4d1072 100644 --- a/Enhancements/ZombiU_ChromaticAberration/rules.txt +++ b/Enhancements/ZombiU_ChromaticAberration/rules.txt @@ -3,7 +3,7 @@ titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,0 name = Chromatic Aberration path = "ZombiU/Enhancements/Chromatic Aberration" description = Changes the intensity of horizontal chromatic aberration. (the red/green/blue edges) -version = 4 +version = 3 [Preset] name = CA Default diff --git a/Enhancements/ZombiU_LessLensDirt/ee4bd70a942d3687_00000000000003c9_ps.txt b/Enhancements/ZombiU_LessLensDirt/ee4bd70a942d3687_00000000000003c9_ps.txt index 006d13b1..31e40a66 100644 --- a/Enhancements/ZombiU_LessLensDirt/ee4bd70a942d3687_00000000000003c9_ps.txt +++ b/Enhancements/ZombiU_LessLensDirt/ee4bd70a942d3687_00000000000003c9_ps.txt @@ -1,38 +1,13 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader ee4bd70a942d3687 -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2f5f4000 res 256x256x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x1 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2a7f1000 res 1280x720x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2f5f4000 res 256x256x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x1 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2a7f1000 res 1280x720x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 layout(location = 0) in vec4 passParameterSem130; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Enhancements/ZombiU_LessLensDirt/rules.txt b/Enhancements/ZombiU_LessLensDirt/rules.txt index 07323d95..87931428 100644 --- a/Enhancements/ZombiU_LessLensDirt/rules.txt +++ b/Enhancements/ZombiU_LessLensDirt/rules.txt @@ -3,7 +3,7 @@ titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,0 name = Lens Dirt Adjustment path = "ZombiU/Enhancements/Lens Dirt Adjustment" description = Changes the intensity of the lens dirt effect. -version = 4 +version = 3 [Preset] name = Lens Dirt Default diff --git a/Filters/Bicubic (4 taps)/rules.txt b/Filters/Bicubic (4 taps)/rules.txt index 62ae25d2..0a42ff77 100644 --- a/Filters/Bicubic (4 taps)/rules.txt +++ b/Filters/Bicubic (4 taps)/rules.txt @@ -3,7 +3,7 @@ name = Optimized Bicubic B-spline resampler titleIds = path = "Filters/Bicubic (4 taps)" description = Cemu's Bicubic. Because it's B-spline so it was optimized down to 4 taps. -version = 4 +version = 3 [OutputShader] upscaleMagFilter = Linear diff --git a/Filters/Bicubic/rules.txt b/Filters/Bicubic/rules.txt index f36d12ed..7c2be14e 100644 --- a/Filters/Bicubic/rules.txt +++ b/Filters/Bicubic/rules.txt @@ -3,7 +3,7 @@ name = Optimized Bicubic spline resampler titleIds = path = "Filters/Bicubic" description = The b and c can adjust the properties of the cubic; sometimes referred to as "blurring" and "ringing" respectively. -version = 4 +version = 3 [OutputShader] upscaleMagFilter = Linear diff --git a/Filters/Jinc/rules.txt b/Filters/Jinc/rules.txt index c9b1b411..477aa131 100644 --- a/Filters/Jinc/rules.txt +++ b/Filters/Jinc/rules.txt @@ -3,7 +3,7 @@ name = Jinc windowed-jinc with anti-ringing titleIds = path = "Filters/Jinc" description = This is an approximation of Jinc. If B=1.0, it's a lanczos filter. -version = 4 +version = 3 [OutputShader] # need texels upscaleMagFilter = NearestNeighbor diff --git a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_AmiiboMode/8d24f32f18e6de47_0000000079249749_ps.txt b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_AmiiboMode/8d24f32f18e6de47_0000000079249749_ps.txt index f90934cc..2c752c5c 100644 --- a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_AmiiboMode/8d24f32f18e6de47_0000000079249749_ps.txt +++ b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_AmiiboMode/8d24f32f18e6de47_0000000079249749_ps.txt @@ -1,49 +1,24 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 8d24f32f18e6de47 -#ifdef VULKAN -layout(set = 1, binding = 9) uniform ufBlock -{ uniform ivec4 uf_remappedPS[10]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[10]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(6, 1, 3) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(7, 1, 4) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(8, 1, 5) uniform samplerCubeArray textureUnitPS8;// Tex8 addr 0x3d0ea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4 -TEXTURE_LAYOUT(10, 1, 6) uniform sampler2DArray textureUnitPS10;// Tex10 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(11, 1, 7) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(13, 1, 8) uniform sampler2D textureUnitPS13;// Tex13 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 8) uniform samplerCubeArray textureUnitPS8;// Tex8 addr 0x3d0ea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler8 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 10) uniform sampler2DArray textureUnitPS10;// Tex10 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler10 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 13) uniform sampler2D textureUnitPS13;// Tex13 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler13 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; layout(location = 3) in vec4 passParameterSem4; layout(location = 4) in vec4 passParameterSem6; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 diff --git a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_AmiiboMode/rules.txt b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_AmiiboMode/rules.txt index 07c7e1c2..d12f49da 100644 --- a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_AmiiboMode/rules.txt +++ b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_AmiiboMode/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = "Amiibo Mode" path = "The Legend of Zelda: Breath of the Wild/Mods/Cel-Shading Removal (SkalFate & Altros)/Amiibo Mode" description = Amiibo mode by Altros, add or remove that plastic look. Req Remove Links Cell Shading by SkalFate -version = 4 +version = 3 [Preset] diff --git a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/2f7ecb9f0022d8ca_0000000000000001_ps.txt b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/2f7ecb9f0022d8ca_0000000000000001_ps.txt index 45abda08..0069072c 100644 --- a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/2f7ecb9f0022d8ca_0000000000000001_ps.txt +++ b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/2f7ecb9f0022d8ca_0000000000000001_ps.txt @@ -1,37 +1,13 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 2f7ecb9f0022d8ca -- Pixel shader for Links Cel Shading World & Menu - Texture format 0x005d #define mode $mode -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b77345f06369b_0000000000000000_vs.txt b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b77345f06369b_0000000000000000_vs.txt index 44b9dfbd..a3264d68 100644 --- a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b77345f06369b_0000000000000000_vs.txt +++ b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b77345f06369b_0000000000000000_vs.txt @@ -2,39 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 314b77345f06369b -- Vertex shader for Links Cel Shading - Texture format 0x005d -#ifdef VULKAN -layout(set = 0, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -TEXTURE_LAYOUT(32, 0, 0) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1 -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler273 ClampX/Y/Z: 0 0 0 border: 0 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -91,7 +66,7 @@ R3i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x437 PS0i = R3i.z; R0i.xy = ivec4(textureSize(textureUnitVS0, 0),1,1).xy; // export -SET_POSITION(vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z))); +gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z)); // 0 R127i.z = floatBitsToInt(float(R0i.x)); PS0i = R127i.z; diff --git a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b77349f0636db_0000000000000000_vs.txt b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b77349f0636db_0000000000000000_vs.txt index b77f3878..b843fd6e 100644 --- a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b77349f0636db_0000000000000000_vs.txt +++ b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b77349f0636db_0000000000000000_vs.txt @@ -2,39 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 314b77349f0636db -- Vertex Shader -- Lights up Cel-Shade Link and NPCs but also messes up the sky in the new methods -#ifdef VULKAN -layout(set = 0, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -TEXTURE_LAYOUT(32, 0, 0) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1 -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler273 ClampX/Y/Z: 0 0 0 border: 0 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -91,7 +66,7 @@ R3i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x437 PS0i = R3i.z; R0i.xy = ivec4(textureSize(textureUnitVS0, 0),1,1).xy; // export -SET_POSITION(vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z))); +gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z)); // 0 R127i.z = floatBitsToInt(float(R0i.x)); PS0i = R127i.z; diff --git a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b7734df06371b_0000000000000000_vs.txt b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b7734df06371b_0000000000000000_vs.txt index 12f46d57..647d5150 100644 --- a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b7734df06371b_0000000000000000_vs.txt +++ b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b7734df06371b_0000000000000000_vs.txt @@ -2,39 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 314b7734df06371b -- Vertex Shader for Water/Magma and etc, one of the 3 vertex shaders involved with cel-shade removal -#ifdef VULKAN -layout(set = 0, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -TEXTURE_LAYOUT(32, 0, 0) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1 -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler273 ClampX/Y/Z: 0 0 0 border: 0 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -96,7 +71,7 @@ PS0i = R3i.z; R0i.xy = ivec4(textureSize(textureUnitVS0, 0),1,1).xy; // export -SET_POSITION(vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z))); +gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z)); // 0 R127i.z = floatBitsToInt(float(R0i.x)); diff --git a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/rules.txt b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/rules.txt index e223172a..3c549f63 100644 --- a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/rules.txt +++ b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = All NPC No Cel-Shading Pack path = "The Legend of Zelda: Breath of the Wild/Mods/Cel-Shading Removal (SkalFate & Altros)/Cel-Shading - Main" description = Changes the type of shading on Link and the world. -version = 4 +version = 3 [Preset] name = Cel-Shading Disabled diff --git a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/57cecf2ed6c8e3f0_00000003c9249749_ps.txt b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/57cecf2ed6c8e3f0_00000003c9249749_ps.txt index 1eb43687..ede1c223 100644 --- a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/57cecf2ed6c8e3f0_00000003c9249749_ps.txt +++ b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/57cecf2ed6c8e3f0_00000003c9249749_ps.txt @@ -1,52 +1,27 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 57cecf2ed6c8e3f0 -- -- Fragment Shader where links gets drawn in the menu -#ifdef VULKAN -layout(set = 1, binding = 10) uniform ufBlock -{ uniform ivec4 uf_remappedPS[29]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[29]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(2, 1, 0) uniform sampler2D textureUnitPS2;// Tex2 addr 0x37b40000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(3, 1, 1) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf514c000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf55b2000 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(6, 1, 3) uniform sampler2D textureUnitPS6;// Tex6 addr 0x389a5800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(7, 1, 4) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf55b2000 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(8, 1, 5) uniform sampler2D textureUnitPS8;// Tex8 addr 0x389a5800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(9, 1, 6) uniform samplerCubeArray textureUnitPS9;// Tex9 addr 0x389a4800 res 4x4x1 dim 3 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(10, 1, 7) uniform sampler2DArrayShadow textureUnitPS10;// Tex10 addr 0xf494a800 res 2048x2048x1 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(12, 1, 8) uniform sampler2D textureUnitPS12;// Tex12 addr 0x389a5800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(17, 1, 9) uniform sampler2D textureUnitPS17;// Tex17 addr 0x389a3800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x37b40000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf514c000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf55b2000 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0x389a5800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf55b2000 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 8) uniform sampler2D textureUnitPS8;// Tex8 addr 0x389a5800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler8 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 9) uniform samplerCubeArray textureUnitPS9;// Tex9 addr 0x389a4800 res 4x4x1 dim 3 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler9 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 10) uniform sampler2DArrayShadow textureUnitPS10;// Tex10 addr 0xf494a800 res 2048x2048x1 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler10 ClampX/Y/Z: 6 6 2 border: 2 +layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0x389a5800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 17) uniform sampler2D textureUnitPS17;// Tex17 addr 0x389a3800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem5; layout(location = 4) in vec4 passParameterSem6; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 diff --git a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/f4e1147ab34a1677_0000000000000000_vs.txt b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/f4e1147ab34a1677_0000000000000000_vs.txt index f8a134de..1b68ef0f 100644 --- a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/f4e1147ab34a1677_0000000000000000_vs.txt +++ b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/f4e1147ab34a1677_0000000000000000_vs.txt @@ -2,38 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader f4e1147ab34a1677 -- Vertex Shader where links gets drawn in the menu -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -216,7 +191,7 @@ R0i.w = R125i.x; PS1i = R0i.w; // export -SET_POSITION(vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)) * 0); +gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)) * 0; // export passParameterSem0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); diff --git a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/rules.txt b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/rules.txt index be891e6f..c70f088d 100644 --- a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/rules.txt +++ b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Cel-Shade Removal Start Menu Workaround Pack path = "The Legend of Zelda: Breath of the Wild/Mods/Cel-Shading Removal (SkalFate & Altros)/Cel-Shading - Start Menu Workaround" description = Start Menu Workaround -version = 4 +version = 3 [Preset] name = Start Menu Workaround \ No newline at end of file diff --git a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_Altros/1c7db40ff5d693ab_001ffffe4924b249_ps.txt b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_Altros/1c7db40ff5d693ab_001ffffe4924b249_ps.txt index 2048dc41..7e2eeaac 100644 --- a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_Altros/1c7db40ff5d693ab_001ffffe4924b249_ps.txt +++ b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_Altros/1c7db40ff5d693ab_001ffffe4924b249_ps.txt @@ -1,45 +1,19 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 1c7db40ff5d693ab -#ifdef VULKAN -layout(set = 1, binding = 11) uniform ufBlock -{ uniform ivec4 uf_remappedPS[33]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[33]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5;// Tex5 addr 0x38da5800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(6, 1, 5) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(7, 1, 6) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3d0ea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4 -TEXTURE_LAYOUT(11, 1, 7) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(12, 1, 8) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3cfaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(14, 1, 9) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(15, 1, 10) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x38da5800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 7) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3d0ea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler7 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3cfaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem6; @@ -48,6 +22,7 @@ layout(location = 1) out vec4 passPixelColor1; layout(location = 2) out vec4 passPixelColor2; layout(location = 3) out vec4 passPixelColor3; layout(location = 4) out vec4 passPixelColor4; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 diff --git a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_Altros/rules.txt b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_Altros/rules.txt index 161e1a86..cffb2e30 100644 --- a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_Altros/rules.txt +++ b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_Altros/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = No Cel-Shading Links Shadow Brightness Fix v0.8 path = "The Legend of Zelda: Breath of the Wild/Mods/Cel-Shading Removal (SkalFate & Altros)/Shadow Brightness Fix v08 - Altros" description = Fixes the very dark shadows on Links back-side in No Cel-Shade mode. -version = 4 +version = 3 [Preset] diff --git a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_SkalFate/1c7db40ff5d693ab_001ffffe4924b249_ps.txt b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_SkalFate/1c7db40ff5d693ab_001ffffe4924b249_ps.txt index 858a4b52..ba5a46e3 100644 --- a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_SkalFate/1c7db40ff5d693ab_001ffffe4924b249_ps.txt +++ b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_SkalFate/1c7db40ff5d693ab_001ffffe4924b249_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 1c7db40ff5d693ab -- Link and all NPCs Shadows Renderer , NPC Distant Fog RGB Renderer , Body RGB renderer #define smode $smode @@ -43,27 +26,18 @@ #endif -#ifdef VULKAN -layout(set = 1, binding = 11) uniform ufBlock -{ uniform ivec4 uf_remappedPS[33]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[33]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5;// Tex5 addr 0x236b7000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb -TEXTURE_LAYOUT(6, 1, 5) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(7, 1, 6) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3ccea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4 -TEXTURE_LAYOUT(11, 1, 7) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(12, 1, 8) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3cbaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(14, 1, 9) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(15, 1, 10) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x236b7000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 0 border: 1 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 7) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3ccea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler7 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3cbaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem6; @@ -72,6 +46,7 @@ layout(location = 1) out vec4 passPixelColor1; layout(location = 2) out vec4 passPixelColor2; layout(location = 3) out vec4 passPixelColor3; layout(location = 4) out vec4 passPixelColor4; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 diff --git a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_SkalFate/rules.txt b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_SkalFate/rules.txt index 666ea7d8..fa9587cc 100644 --- a/Mods/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_SkalFate/rules.txt +++ b/Mods/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_SkalFate/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Links Shadow Brightness for No Cel-Shading Pack path = "The Legend of Zelda: Breath of the Wild/Mods/Cel-Shading Removal (SkalFate & Altros)/Shadow Brightness Fix - SkalFate" description = Changes the strength of shadows on Links body. Fixes the very dark link issue in no cel-shade mode. -version = 4 +version = 3 [Preset] diff --git a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Armor/56bdb3903699990d_0000079a492a9249_ps.txt b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Armor/56bdb3903699990d_0000079a492a9249_ps.txt index 27aef7eb..45652267 100644 --- a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Armor/56bdb3903699990d_0000079a492a9249_ps.txt +++ b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Armor/56bdb3903699990d_0000079a492a9249_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - const vec3 Color = vec3($R,$G,$B); const float Factor = $L_f; @@ -26,55 +9,48 @@ const float Factor = $L_f; // textureUnitPS12 uf_blockPS8[23].xyz uf_blockPS8[31].x // shader 56bdb3903699990d -#ifdef VULKAN -layout(set = 1, binding = 13) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif -UNIFORM_BUFFER_LAYOUT(33, 1, 14) +layout(binding = 33, std140) uniform uniformBlockPS1 { vec4 uf_blockPS1[1024]; }; -UNIFORM_BUFFER_LAYOUT(38, 1, 15) +layout(binding = 38, std140) uniform uniformBlockPS6 { vec4 uf_blockPS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(40, 1, 16) +layout(binding = 40, std140) uniform uniformBlockPS8 { vec4 uf_blockPS8[1024]; }; -UNIFORM_BUFFER_LAYOUT(42, 1, 17) +layout(binding = 42, std140) uniform uniformBlockPS10 { vec4 uf_blockPS10[1024]; }; -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2DArrayShadow textureUnitPS1; -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2; -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4; -TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5; -TEXTURE_LAYOUT(6, 1, 5) uniform sampler2D textureUnitPS6; -TEXTURE_LAYOUT(7, 1, 6) uniform sampler3D textureUnitPS7; -TEXTURE_LAYOUT(8, 1, 7) uniform sampler2DArray textureUnitPS8; -TEXTURE_LAYOUT(9, 1, 8) uniform sampler2D textureUnitPS9; -TEXTURE_LAYOUT(10, 1, 9) uniform sampler2D textureUnitPS10; -TEXTURE_LAYOUT(11, 1, 10) uniform sampler2D textureUnitPS11; -TEXTURE_LAYOUT(12, 1, 11) uniform sampler2D textureUnitPS12; -TEXTURE_LAYOUT(13, 1, 12) uniform sampler2D textureUnitPS13; +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(binding = 1) uniform sampler2DArrayShadow textureUnitPS1; +layout(binding = 2) uniform sampler2D textureUnitPS2; +layout(binding = 4) uniform sampler2D textureUnitPS4; +layout(binding = 5) uniform sampler2D textureUnitPS5; +layout(binding = 6) uniform sampler2D textureUnitPS6; +layout(binding = 7) uniform sampler3D textureUnitPS7; +layout(binding = 8) uniform sampler2DArray textureUnitPS8; +layout(binding = 9) uniform sampler2D textureUnitPS9; +layout(binding = 10) uniform sampler2D textureUnitPS10; +layout(binding = 11) uniform sampler2D textureUnitPS11; +layout(binding = 12) uniform sampler2D textureUnitPS12; +layout(binding = 13) uniform sampler2D textureUnitPS13; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; diff --git a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Armor/7cd50058a8f1d6dd_00001e1e1fea9249_ps.txt b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Armor/7cd50058a8f1d6dd_00001e1e1fea9249_ps.txt index 089c7f7e..1a51fea9 100644 --- a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Armor/7cd50058a8f1d6dd_00001e1e1fea9249_ps.txt +++ b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Armor/7cd50058a8f1d6dd_00001e1e1fea9249_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - const vec3 Color = vec3($R,$G,$B); const float Factor = $L_f; @@ -25,23 +8,15 @@ const float Factor = $L_f; // Armor When teleporting // shader 7cd50058a8f1d6dd -#ifdef VULKAN -layout(set = 1, binding = 7) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[10]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[10]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler3D textureUnitPS1; -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2DArray textureUnitPS2; -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3; -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4; -TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5; -TEXTURE_LAYOUT(6, 1, 5) uniform sampler2D textureUnitPS6; -TEXTURE_LAYOUT(7, 1, 6) uniform sampler2D textureUnitPS7; +layout(binding = 1) uniform sampler3D textureUnitPS1; +layout(binding = 2) uniform sampler2DArray textureUnitPS2; +layout(binding = 3) uniform sampler2D textureUnitPS3; +layout(binding = 4) uniform sampler2D textureUnitPS4; +layout(binding = 5) uniform sampler2D textureUnitPS5; +layout(binding = 6) uniform sampler2D textureUnitPS6; +layout(binding = 7) uniform sampler2D textureUnitPS7; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; diff --git a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Armor/cc51c2b5a4fce06c_00000078787f9249_ps.txt b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Armor/cc51c2b5a4fce06c_00000078787f9249_ps.txt index e9d30deb..a0cd289a 100644 --- a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Armor/cc51c2b5a4fce06c_00000078787f9249_ps.txt +++ b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Armor/cc51c2b5a4fce06c_00000078787f9249_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - const vec3 Color = vec3($R,$G,$B); const float Factor = $L_f; @@ -25,21 +8,13 @@ const float Factor = $L_f; // Ancient Armor // shader cc51c2b5a4fce06c -#ifdef VULKAN -layout(set = 1, binding = 5) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[3]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1; -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2; -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3; -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4; -TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5; +layout(binding = 1) uniform sampler2D textureUnitPS1; +layout(binding = 2) uniform sampler2D textureUnitPS2; +layout(binding = 3) uniform sampler2D textureUnitPS3; +layout(binding = 4) uniform sampler2D textureUnitPS4; +layout(binding = 5) uniform sampler2D textureUnitPS5; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem7; diff --git a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Armor/rules.txt b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Armor/rules.txt index 3442ce19..e4332b98 100644 --- a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Armor/rules.txt +++ b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Armor/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Ancient Armor path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Glow Color/Ancient Armor" description = Change Ancient Amor's color and brightness. Originally it's Ancient Orange. -version = 4 +version = 3 [Preset] name = Malice Red diff --git a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Weapons/5c4fc00fefe604eb_00000078787f9249_ps.txt b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Weapons/5c4fc00fefe604eb_00000078787f9249_ps.txt index bf51b098..11a8927a 100644 --- a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Weapons/5c4fc00fefe604eb_00000078787f9249_ps.txt +++ b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Weapons/5c4fc00fefe604eb_00000078787f9249_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - const vec3 Color = vec3($R,$G,$B); const float Light = $L; @@ -25,21 +8,13 @@ const float Light = $L; // Ancient weapons // shader 5c4fc00fefe604eb -#ifdef VULKAN -layout(set = 1, binding = 5) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[3]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1; -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2; -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3; -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4; -TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5; +layout(binding = 1) uniform sampler2D textureUnitPS1; +layout(binding = 2) uniform sampler2D textureUnitPS2; +layout(binding = 3) uniform sampler2D textureUnitPS3; +layout(binding = 4) uniform sampler2D textureUnitPS4; +layout(binding = 5) uniform sampler2D textureUnitPS5; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem3; layout(location = 2) in vec4 passParameterSem4; diff --git a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Weapons/b1b149918fac0b8d_00001e1e1fea9249_ps.txt b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Weapons/b1b149918fac0b8d_00001e1e1fea9249_ps.txt index c7724c13..c4b565b2 100644 --- a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Weapons/b1b149918fac0b8d_00001e1e1fea9249_ps.txt +++ b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Weapons/b1b149918fac0b8d_00001e1e1fea9249_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - const vec3 Color = vec3($R,$G,$B); const float Light = $L; @@ -25,23 +8,15 @@ const float Light = $L; // Ancient weapons when teleporting // shader b1b149918fac0b8d -#ifdef VULKAN -layout(set = 1, binding = 7) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[10]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[10]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler3D textureUnitPS1; -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2DArray textureUnitPS2; -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3; -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4; -TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5; -TEXTURE_LAYOUT(6, 1, 5) uniform sampler2D textureUnitPS6; -TEXTURE_LAYOUT(7, 1, 6) uniform sampler2D textureUnitPS7; +layout(binding = 1) uniform sampler3D textureUnitPS1; +layout(binding = 2) uniform sampler2DArray textureUnitPS2; +layout(binding = 3) uniform sampler2D textureUnitPS3; +layout(binding = 4) uniform sampler2D textureUnitPS4; +layout(binding = 5) uniform sampler2D textureUnitPS5; +layout(binding = 6) uniform sampler2D textureUnitPS6; +layout(binding = 7) uniform sampler2D textureUnitPS7; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem8; diff --git a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Weapons/f611e1b3827b5e13_0000079a492a9249_ps.txt b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Weapons/f611e1b3827b5e13_0000079a492a9249_ps.txt index 1552ae42..dbdac62c 100644 --- a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Weapons/f611e1b3827b5e13_0000079a492a9249_ps.txt +++ b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Weapons/f611e1b3827b5e13_0000079a492a9249_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - const vec3 Color = vec3($R,$G,$B); const float Light = $L; @@ -25,55 +8,48 @@ const float Light = $L; // Ancient weapons when Link is transparent // shader f611e1b3827b5e13 -#ifdef VULKAN -layout(set = 1, binding = 13) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif -UNIFORM_BUFFER_LAYOUT(33, 1, 14) +layout(binding = 33, std140) uniform uniformBlockPS1 { vec4 uf_blockPS1[1024]; }; -UNIFORM_BUFFER_LAYOUT(38, 1, 15) +layout(binding = 38, std140) uniform uniformBlockPS6 { vec4 uf_blockPS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(40, 1, 16) +layout(binding = 40, std140) uniform uniformBlockPS8 { vec4 uf_blockPS8[1024]; }; -UNIFORM_BUFFER_LAYOUT(42, 1, 17) +layout(binding = 42, std140) uniform uniformBlockPS10 { vec4 uf_blockPS10[1024]; }; -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2DArrayShadow textureUnitPS1; -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2; -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4; -TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5; -TEXTURE_LAYOUT(6, 1, 5) uniform sampler2D textureUnitPS6; -TEXTURE_LAYOUT(7, 1, 6) uniform sampler3D textureUnitPS7; -TEXTURE_LAYOUT(8, 1, 7) uniform sampler2DArray textureUnitPS8; -TEXTURE_LAYOUT(9, 1, 8) uniform sampler2D textureUnitPS9; -TEXTURE_LAYOUT(10, 1, 9) uniform sampler2D textureUnitPS10; -TEXTURE_LAYOUT(11, 1, 10) uniform sampler2D textureUnitPS11; -TEXTURE_LAYOUT(12, 1, 11) uniform sampler2D textureUnitPS12; -TEXTURE_LAYOUT(13, 1, 12) uniform sampler2D textureUnitPS13; +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(binding = 1) uniform sampler2DArrayShadow textureUnitPS1; +layout(binding = 2) uniform sampler2D textureUnitPS2; +layout(binding = 4) uniform sampler2D textureUnitPS4; +layout(binding = 5) uniform sampler2D textureUnitPS5; +layout(binding = 6) uniform sampler2D textureUnitPS6; +layout(binding = 7) uniform sampler3D textureUnitPS7; +layout(binding = 8) uniform sampler2DArray textureUnitPS8; +layout(binding = 9) uniform sampler2D textureUnitPS9; +layout(binding = 10) uniform sampler2D textureUnitPS10; +layout(binding = 11) uniform sampler2D textureUnitPS11; +layout(binding = 12) uniform sampler2D textureUnitPS12; +layout(binding = 13) uniform sampler2D textureUnitPS13; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem4; diff --git a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Weapons/rules.txt b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Weapons/rules.txt index a71299a2..641d76ea 100644 --- a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Weapons/rules.txt +++ b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Ancient_Weapons/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Ancient weapons path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Glow Color/Ancient weapons" description = Change Ancient weapons 's color and brightness. Originally it varies. Ancient Orange's Brightness is changed to Bow's. -version = 4 +version = 3 [Preset] name = Malice Red diff --git a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Decayed_Guardian/85d00659937443d5_000003c3c3fc9249_ps.txt b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Decayed_Guardian/85d00659937443d5_000003c3c3fc9249_ps.txt index da4108c0..cbee41f8 100644 --- a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Decayed_Guardian/85d00659937443d5_000003c3c3fc9249_ps.txt +++ b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Decayed_Guardian/85d00659937443d5_000003c3c3fc9249_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - const vec3 Color = vec3($R,$G,$B); const float Factor = $L_f; @@ -25,22 +8,14 @@ const float Factor = $L_f; // Decayed Guardian // shader 85d00659937443d5 -#ifdef VULKAN -layout(set = 1, binding = 6) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[3]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3; -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4; -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5; -TEXTURE_LAYOUT(6, 1, 3) uniform sampler2D textureUnitPS6; -TEXTURE_LAYOUT(7, 1, 4) uniform sampler2D textureUnitPS7; -TEXTURE_LAYOUT(8, 1, 5) uniform sampler2D textureUnitPS8; +layout(binding = 3) uniform sampler2D textureUnitPS3; +layout(binding = 4) uniform sampler2D textureUnitPS4; +layout(binding = 5) uniform sampler2D textureUnitPS5; +layout(binding = 6) uniform sampler2D textureUnitPS6; +layout(binding = 7) uniform sampler2D textureUnitPS7; +layout(binding = 8) uniform sampler2D textureUnitPS8; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem6; diff --git a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Decayed_Guardian/rules.txt b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Decayed_Guardian/rules.txt index 37fcd29c..82ec4f6c 100644 --- a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Decayed_Guardian/rules.txt +++ b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Decayed_Guardian/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Decayed Guardian path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Glow Color/Decayed Guardian" description = Change Decayed Guardian (including Stalkers with weathered appearance)'s color. Originally it's Malice Red. -version = 4 +version = 3 [Preset] name = Malice Red diff --git a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guadian_Stalker_Scout_and_Weapons/4e0bab929e11836f_00003cd249549249_ps.txt b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guadian_Stalker_Scout_and_Weapons/4e0bab929e11836f_00003cd249549249_ps.txt index 9bb1b6ba..b12964d7 100644 --- a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guadian_Stalker_Scout_and_Weapons/4e0bab929e11836f_00003cd249549249_ps.txt +++ b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guadian_Stalker_Scout_and_Weapons/4e0bab929e11836f_00003cd249549249_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - const vec3 Color = vec3($R,$G,$B); const float Factor = $L_f; @@ -26,63 +9,56 @@ const float Factor = $L_f; // uf_blockPS8[23].xyz uf_blockPS8[31].x // shader 4e0bab929e11836f -#ifdef VULKAN -layout(set = 1, binding = 14) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif -UNIFORM_BUFFER_LAYOUT(33, 1, 15) +layout(binding = 33, std140) uniform uniformBlockPS1 { vec4 uf_blockPS1[1024]; }; -UNIFORM_BUFFER_LAYOUT(36, 1, 16) +layout(binding = 36, std140) uniform uniformBlockPS4 { vec4 uf_blockPS4[1024]; }; -UNIFORM_BUFFER_LAYOUT(38, 1, 17) +layout(binding = 38, std140) uniform uniformBlockPS6 { vec4 uf_blockPS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(40, 1, 18) +layout(binding = 40, std140) uniform uniformBlockPS8 { vec4 uf_blockPS8[1024]; }; -UNIFORM_BUFFER_LAYOUT(42, 1, 19) +layout(binding = 42, std140) uniform uniformBlockPS10 { vec4 uf_blockPS10[1024]; }; -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2DArrayShadow textureUnitPS1; -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2; -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4; -TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5; -TEXTURE_LAYOUT(6, 1, 5) uniform sampler2D textureUnitPS6; -TEXTURE_LAYOUT(7, 1, 6) uniform sampler3D textureUnitPS7; -TEXTURE_LAYOUT(8, 1, 7) uniform sampler2DArray textureUnitPS8; -TEXTURE_LAYOUT(9, 1, 8) uniform sampler2D textureUnitPS9; -TEXTURE_LAYOUT(10, 1, 9) uniform sampler2D textureUnitPS10; -TEXTURE_LAYOUT(11, 1, 10) uniform sampler2D textureUnitPS11; -TEXTURE_LAYOUT(12, 1, 11) uniform sampler2D textureUnitPS12; -TEXTURE_LAYOUT(13, 1, 12) uniform sampler2D textureUnitPS13; -TEXTURE_LAYOUT(14, 1, 13) uniform sampler2D textureUnitPS14; +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(binding = 1) uniform sampler2DArrayShadow textureUnitPS1; +layout(binding = 2) uniform sampler2D textureUnitPS2; +layout(binding = 4) uniform sampler2D textureUnitPS4; +layout(binding = 5) uniform sampler2D textureUnitPS5; +layout(binding = 6) uniform sampler2D textureUnitPS6; +layout(binding = 7) uniform sampler3D textureUnitPS7; +layout(binding = 8) uniform sampler2DArray textureUnitPS8; +layout(binding = 9) uniform sampler2D textureUnitPS9; +layout(binding = 10) uniform sampler2D textureUnitPS10; +layout(binding = 11) uniform sampler2D textureUnitPS11; +layout(binding = 12) uniform sampler2D textureUnitPS12; +layout(binding = 13) uniform sampler2D textureUnitPS13; +layout(binding = 14) uniform sampler2D textureUnitPS14; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; diff --git a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guadian_Stalker_Scout_and_Weapons/83573681c1fcb0ac_0000f0f0ff549249_ps.txt b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guadian_Stalker_Scout_and_Weapons/83573681c1fcb0ac_0000f0f0ff549249_ps.txt index 927ee61e..48f83b44 100644 --- a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guadian_Stalker_Scout_and_Weapons/83573681c1fcb0ac_0000f0f0ff549249_ps.txt +++ b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guadian_Stalker_Scout_and_Weapons/83573681c1fcb0ac_0000f0f0ff549249_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - const vec3 Color = vec3($R,$G,$B); const float Factor = $L_f; @@ -25,24 +8,16 @@ const float Factor = $L_f; // Guardian weapons when teleporting // shader 83573681c1fcb0ac -#ifdef VULKAN -layout(set = 1, binding = 8) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[10]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[10]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler3D textureUnitPS1; -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2DArray textureUnitPS2; -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3; -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4; -TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5; -TEXTURE_LAYOUT(6, 1, 5) uniform sampler2D textureUnitPS6; -TEXTURE_LAYOUT(7, 1, 6) uniform sampler2D textureUnitPS7; -TEXTURE_LAYOUT(8, 1, 7) uniform sampler2D textureUnitPS8; +layout(binding = 1) uniform sampler3D textureUnitPS1; +layout(binding = 2) uniform sampler2DArray textureUnitPS2; +layout(binding = 3) uniform sampler2D textureUnitPS3; +layout(binding = 4) uniform sampler2D textureUnitPS4; +layout(binding = 5) uniform sampler2D textureUnitPS5; +layout(binding = 6) uniform sampler2D textureUnitPS6; +layout(binding = 7) uniform sampler2D textureUnitPS7; +layout(binding = 8) uniform sampler2D textureUnitPS8; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; diff --git a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guadian_Stalker_Scout_and_Weapons/91b6e09da2ff63cc_000003c3c3fc9249_ps.txt b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guadian_Stalker_Scout_and_Weapons/91b6e09da2ff63cc_000003c3c3fc9249_ps.txt index 73936d6a..0760d513 100644 --- a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guadian_Stalker_Scout_and_Weapons/91b6e09da2ff63cc_000003c3c3fc9249_ps.txt +++ b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guadian_Stalker_Scout_and_Weapons/91b6e09da2ff63cc_000003c3c3fc9249_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - const vec3 Color = vec3($R,$G,$B); const float Factor = $L_f; @@ -25,22 +8,14 @@ const float Factor = $L_f; // Guardian Stalker + Scout + Guardian weapons // shader 91b6e09da2ff63cc -#ifdef VULKAN -layout(set = 1, binding = 6) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[3]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1; -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2; -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3; -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4; -TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5; -TEXTURE_LAYOUT(6, 1, 5) uniform sampler2D textureUnitPS6; +layout(binding = 1) uniform sampler2D textureUnitPS1; +layout(binding = 2) uniform sampler2D textureUnitPS2; +layout(binding = 3) uniform sampler2D textureUnitPS3; +layout(binding = 4) uniform sampler2D textureUnitPS4; +layout(binding = 5) uniform sampler2D textureUnitPS5; +layout(binding = 6) uniform sampler2D textureUnitPS6; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem7; diff --git a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guadian_Stalker_Scout_and_Weapons/rules.txt b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guadian_Stalker_Scout_and_Weapons/rules.txt index 1918bec8..5607c3fc 100644 --- a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guadian_Stalker_Scout_and_Weapons/rules.txt +++ b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guadian_Stalker_Scout_and_Weapons/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Guardian Stalker & Guardian Scout & The top Half of Guardian weapons path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Glow Color/Guardian Stalker & Scout & Guardian weapons" description = Change Guardian Stalker, Scout, Guardian weapons's color. Originally it depends on whether it's corrupted by malice, or the state of the Guardian Scout. -version = 4 +version = 3 [Preset] name = Malice Red diff --git a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guardian_Turret_Skywatcher/133297c9a66bfc98_000003c3c3fc9249_ps.txt b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guardian_Turret_Skywatcher/133297c9a66bfc98_000003c3c3fc9249_ps.txt index 24082845..0a597afa 100644 --- a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guardian_Turret_Skywatcher/133297c9a66bfc98_000003c3c3fc9249_ps.txt +++ b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guardian_Turret_Skywatcher/133297c9a66bfc98_000003c3c3fc9249_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - const vec3 Color = vec3($R,$G,$B); const float Factor = $L_f; @@ -25,22 +8,14 @@ const float Factor = $L_f; // Guardian Turret + Skywatcher // shader 133297c9a66bfc98 -#ifdef VULKAN -layout(set = 1, binding = 6) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[5]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[5]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1; -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2; -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3; -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4; -TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5; -TEXTURE_LAYOUT(6, 1, 5) uniform sampler2D textureUnitPS6; +layout(binding = 1) uniform sampler2D textureUnitPS1; +layout(binding = 2) uniform sampler2D textureUnitPS2; +layout(binding = 3) uniform sampler2D textureUnitPS3; +layout(binding = 4) uniform sampler2D textureUnitPS4; +layout(binding = 5) uniform sampler2D textureUnitPS5; +layout(binding = 6) uniform sampler2D textureUnitPS6; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem7; diff --git a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guardian_Turret_Skywatcher/rules.txt b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guardian_Turret_Skywatcher/rules.txt index 7788e06d..4126eda3 100644 --- a/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guardian_Turret_Skywatcher/rules.txt +++ b/Mods/BreathOfTheWild_ChangeAncientGlowColor/Guardian_Turret_Skywatcher/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Guardian Turret & Skywatcher path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Glow Color/Guardian Turret & Skywatcher" description = Change Guardian Turret, Skywatcher's color. Originally it depends on whether it's corrupted by malice or not. -version = 4 +version = 3 [Preset] name = Malice Red diff --git a/Mods/BreathOfTheWild_Cheats_InfAmiibo/rules.txt b/Mods/BreathOfTheWild_Cheats_InfAmiibo/rules.txt index 550fcf15..e52d32db 100644 --- a/Mods/BreathOfTheWild_Cheats_InfAmiibo/rules.txt +++ b/Mods/BreathOfTheWild_Cheats_InfAmiibo/rules.txt @@ -3,4 +3,4 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Infinite Amiibo path = "The Legend of Zelda: Breath of the Wild/Mods/Cheats/Infinite Amiibo" description = BotW Cheats by C313571N and Xalphenos -version = 4 \ No newline at end of file +version = 3 \ No newline at end of file diff --git a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/2e2543216c04766d_0000000079249749_ps.txt b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/2e2543216c04766d_0000000079249749_ps.txt index 993cb15e..cd875eeb 100644 --- a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/2e2543216c04766d_0000000079249749_ps.txt +++ b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/2e2543216c04766d_0000000079249749_ps.txt @@ -1,53 +1,28 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 2e2543216c04766d -- Water RGB and edge clarity and Distant Water Fog #define waterfogred $waterfogred #define waterfoggreen $waterfoggreen #define waterfogblue $waterfogblue -#ifdef VULKAN -layout(set = 1, binding = 9) uniform ufBlock -{ uniform ivec4 uf_remappedPS[14]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[14]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(6, 1, 3) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(7, 1, 4) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(8, 1, 5) uniform samplerCubeArray textureUnitPS8;// Tex8 addr 0x3ccea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4 -TEXTURE_LAYOUT(10, 1, 6) uniform sampler2DArray textureUnitPS10;// Tex10 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(11, 1, 7) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(13, 1, 8) uniform sampler2D textureUnitPS13;// Tex13 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 8) uniform samplerCubeArray textureUnitPS8;// Tex8 addr 0x3ccea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler8 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 10) uniform sampler2DArray textureUnitPS10;// Tex10 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler10 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 13) uniform sampler2D textureUnitPS13;// Tex13 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler13 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem4; layout(location = 2) in vec4 passParameterSem6; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { diff --git a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/bec68ec6f40a864f_00fffff249259249_ps.txt b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/bec68ec6f40a864f_00fffff249259249_ps.txt index def4baf3..288546ed 100644 --- a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/bec68ec6f40a864f_00fffff249259249_ps.txt +++ b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/bec68ec6f40a864f_00fffff249259249_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader bec68ec6f40a864f -- Affects distant area fog rgb, distance lighting, ground lighting #define dli $distantlighting @@ -25,28 +8,19 @@ #define dgreen $dgreen #define dblue $dblue -#ifdef VULKAN -layout(set = 1, binding = 12) uniform ufBlock -{ uniform ivec4 uf_remappedPS[33]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[33]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5;// Tex5 addr 0x236b7000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb -TEXTURE_LAYOUT(6, 1, 5) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(7, 1, 6) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3ccea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4 -TEXTURE_LAYOUT(11, 1, 7) uniform sampler2D textureUnitPS11;// Tex11 addr 0x3cbaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(12, 1, 8) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3ccc6800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(14, 1, 9) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(15, 1, 10) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(17, 1, 11) uniform sampler2D textureUnitPS17;// Tex17 addr 0x3cd0f000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x236b7000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 0 border: 1 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 7) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3ccea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler7 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0x3cbaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3ccc6800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 6 6 6 border: 2 +layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 17) uniform sampler2D textureUnitPS17;// Tex17 addr 0x3cd0f000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem6; @@ -55,6 +29,7 @@ layout(location = 1) out vec4 passPixelColor1; layout(location = 2) out vec4 passPixelColor2; layout(location = 3) out vec4 passPixelColor3; layout(location = 4) out vec4 passPixelColor4; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 diff --git a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/fb2e18ae56397ca7_00fffff249259249_ps.txt b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/fb2e18ae56397ca7_00fffff249259249_ps.txt index be0f3867..369f8261 100644 --- a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/fb2e18ae56397ca7_00fffff249259249_ps.txt +++ b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/fb2e18ae56397ca7_00fffff249259249_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader fb2e18ae56397ca7 -- Affects Trees Bushes and Vines #define gli $greenerylighting @@ -25,28 +8,19 @@ #define ggreen $ggreen #define gblue $gblue -#ifdef VULKAN -layout(set = 1, binding = 12) uniform ufBlock -{ uniform ivec4 uf_remappedPS[33]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[33]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5;// Tex5 addr 0x236b7000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb -TEXTURE_LAYOUT(6, 1, 5) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(7, 1, 6) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3ccea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4 -TEXTURE_LAYOUT(11, 1, 7) uniform sampler2D textureUnitPS11;// Tex11 addr 0x3cbaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(12, 1, 8) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3ccc6800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(14, 1, 9) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(15, 1, 10) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(16, 1, 11) uniform sampler2D textureUnitPS16;// Tex16 addr 0x3cd0f000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x236b7000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 0 border: 1 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 7) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3ccea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler7 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0x3cbaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3ccc6800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 6 6 6 border: 2 +layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 16) uniform sampler2D textureUnitPS16;// Tex16 addr 0x3cd0f000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem6; @@ -55,6 +29,7 @@ layout(location = 1) out vec4 passPixelColor1; layout(location = 2) out vec4 passPixelColor2; layout(location = 3) out vec4 passPixelColor3; layout(location = 4) out vec4 passPixelColor4; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 diff --git a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/rules.txt b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/rules.txt index af769f51..d25ab9e9 100644 --- a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/rules.txt +++ b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Distant Area Fog Pack path = "The Legend of Zelda: Breath of the Wild/Mods/Distant Fog Removal/Distant Fog - Main" description = Can Remove Distant Fog Haze from the world. Change its RGB color. Light up the Distance. -version = 4 +version = 3 [Preset] diff --git a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/29c30aaa023dc7e6_0000000000000709_ps.txt b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/29c30aaa023dc7e6_0000000000000709_ps.txt index 6208197f..e1f04f39 100644 --- a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/29c30aaa023dc7e6_0000000000000709_ps.txt +++ b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/29c30aaa023dc7e6_0000000000000709_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 29c30aaa023dc7e6 -- Ganons middle and bottom big swirl #define aurafog $aurafog @@ -42,21 +25,11 @@ #define auraopacity 1 #endif -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20265000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x202df000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1bf70000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20265000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x202df000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1bf70000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; @@ -68,6 +41,7 @@ layout(location = 7) in vec4 passParameterSem14; layout(location = 8) in vec4 passParameterSem15; layout(location = 9) in vec4 passParameterSem16; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/397f3d8521c96e30_0000000000000709_ps.txt b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/397f3d8521c96e30_0000000000000709_ps.txt index 0a3c36bf..ad2bb843 100644 --- a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/397f3d8521c96e30_0000000000000709_ps.txt +++ b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/397f3d8521c96e30_0000000000000709_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 397f3d8521c96e30 -- ganons castle swirl shader #define aurafog $aurafog @@ -42,21 +25,11 @@ #define auraopacity 1 #endif -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20265000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x202df000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1bf70000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20265000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x202df000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1bf70000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; @@ -69,6 +42,7 @@ layout(location = 8) in vec4 passParameterSem14; layout(location = 9) in vec4 passParameterSem15; layout(location = 10) in vec4 passParameterSem16; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/5a8eb2055c65a0c2_0000000000003849_ps.txt b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/5a8eb2055c65a0c2_0000000000003849_ps.txt index fed590b0..ae86c46a 100644 --- a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/5a8eb2055c65a0c2_0000000000003849_ps.txt +++ b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/5a8eb2055c65a0c2_0000000000003849_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 5a8eb2055c65a0c2 -- Vertex Shader - Close to Castle Aura RGB #define aurafog $aurafog @@ -26,22 +9,12 @@ #define aurablue $aurablue #define auraopacity $auraopacity -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[5]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[5]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20265000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x202df000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1c870000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20265000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x202df000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1c870000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; @@ -56,6 +29,7 @@ layout(location = 10) in vec4 passParameterSem14; layout(location = 11) in vec4 passParameterSem15; layout(location = 12) in vec4 passParameterSem16; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/rules.txt b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/rules.txt index 945986fa..fdad982a 100644 --- a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/rules.txt +++ b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Castle Ganons Aura Pack path = "The Legend of Zelda: Breath of the Wild/Mods/Distant Fog Removal/Hyrule Castle Ganons Aura" description = Can Remove the Fog on Ganons Aura on Hyrule castle. Change its RGB color. -version = 4 +version = 3 [Preset] diff --git a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleBaseFog/699b238ae15d113b_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleBaseFog/699b238ae15d113b_00000000000000e1_ps.txt index 097634f1..9ae3f4e5 100644 --- a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleBaseFog/699b238ae15d113b_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleBaseFog/699b238ae15d113b_00000000000000e1_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 699b238ae15d113b -- Ganons Castle Moat Fog Fragment Shader #define basefogred $basefogred @@ -38,20 +21,10 @@ #define basefogopacity 1 #endif -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[5]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[5]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2003b000 res 4x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2003b000 res 4x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem3; @@ -63,6 +36,7 @@ layout(location = 7) in vec4 passParameterSem14; layout(location = 8) in vec4 passParameterSem15; layout(location = 9) in vec4 passParameterSem16; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleBaseFog/rules.txt b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleBaseFog/rules.txt index de536de6..4303dd73 100644 --- a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleBaseFog/rules.txt +++ b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleBaseFog/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Hyrule Castle Base Fog Pack path = "The Legend of Zelda: Breath of the Wild/Mods/Distant Fog Removal/Hyrule Castle Base Fog" description = Can Remove the Fog glow at the Base of Hyrule Castle. Can Change its RGB color. -version = 4 +version = 3 [Preset] diff --git a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_NPCFog/1c7db40ff5d693ab_001ffffe4924b249_ps.txt b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_NPCFog/1c7db40ff5d693ab_001ffffe4924b249_ps.txt index 674c6397..afded49a 100644 --- a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_NPCFog/1c7db40ff5d693ab_001ffffe4924b249_ps.txt +++ b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_NPCFog/1c7db40ff5d693ab_001ffffe4924b249_ps.txt @@ -1,50 +1,24 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 1c7db40ff5d693ab -- Links and all NPCs RGb renderer, all npcs fog rgb renderer, sun-side facing brightness #define npcfogred $npcfogred #define npcfoggreen $npcfoggreen #define npcfogblue $npcfogblue -#ifdef VULKAN -layout(set = 1, binding = 11) uniform ufBlock -{ uniform ivec4 uf_remappedPS[33]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[33]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5;// Tex5 addr 0x236b7000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb -TEXTURE_LAYOUT(6, 1, 5) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(7, 1, 6) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3ccea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4 -TEXTURE_LAYOUT(11, 1, 7) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(12, 1, 8) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3cbaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(14, 1, 9) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(15, 1, 10) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x236b7000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 0 border: 1 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 7) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3ccea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler7 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3cbaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem6; @@ -53,6 +27,7 @@ layout(location = 1) out vec4 passPixelColor1; layout(location = 2) out vec4 passPixelColor2; layout(location = 3) out vec4 passPixelColor3; layout(location = 4) out vec4 passPixelColor4; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 diff --git a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_NPCFog/rules.txt b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_NPCFog/rules.txt index 9b547dfc..e52b8b46 100644 --- a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_NPCFog/rules.txt +++ b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_NPCFog/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Distant NPCs Fog Removal Pack path = "The Legend of Zelda: Breath of the Wild/Mods/Distant Fog Removal/NPC Fog Removal" description = Can Remove Fog from Distant NPCs. Conflicts with Cel-Shade ShadowFix Packs. -version = 4 +version = 3 [Preset] diff --git a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_WorldFogFields/527591781440691a_000000000001c24b_ps.txt b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_WorldFogFields/527591781440691a_000000000001c24b_ps.txt index cd330b64..db392d3c 100644 --- a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_WorldFogFields/527591781440691a_000000000001c24b_ps.txt +++ b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_WorldFogFields/527591781440691a_000000000001c24b_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 527591781440691a -- Controls RGb of the Fog Fields in the distance ans their opacity #define ffopacity $ffopacity @@ -25,23 +8,13 @@ #define ffgreen $ffgreen #define ffblue $ffblue -#ifdef VULKAN -layout(set = 1, binding = 5) uniform ufBlock -{ uniform ivec4 uf_remappedPS[7]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[7]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2022c000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20234000 res 256x64x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x200c2000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(10, 1, 4) uniform samplerCubeArray textureUnitPS10;// Tex10 addr 0x3c6ee800 res 16x16x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2022c000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20234000 res 256x64x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 2 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x200c2000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 10) uniform samplerCubeArray textureUnitPS10;// Tex10 addr 0x3c6ee800 res 16x16x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler10 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; @@ -54,6 +27,7 @@ layout(location = 8) in vec4 passParameterSem14; layout(location = 9) in vec4 passParameterSem15; layout(location = 10) in vec4 passParameterSem16; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 diff --git a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_WorldFogFields/rules.txt b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_WorldFogFields/rules.txt index 507fa53f..d75f3e48 100644 --- a/Mods/BreathOfTheWild_DistantFogRemoval/Botw_WorldFogFields/rules.txt +++ b/Mods/BreathOfTheWild_DistantFogRemoval/Botw_WorldFogFields/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Fog Fields Pack path = "The Legend of Zelda: Breath of the Wild/Mods/Distant Fog Removal/World Fog Fields" description = Can Remove Fog Fields from the whole world. Change its RGB color. -version = 4 +version = 3 [Preset] diff --git a/Mods/BreathOfTheWild_DivineLaserBeamCustomizer/6fa2baef8a4ece42_0000000000000709_ps.txt b/Mods/BreathOfTheWild_DivineLaserBeamCustomizer/6fa2baef8a4ece42_0000000000000709_ps.txt index 36d1eecc..f3aa0ad7 100644 --- a/Mods/BreathOfTheWild_DivineLaserBeamCustomizer/6fa2baef8a4ece42_0000000000000709_ps.txt +++ b/Mods/BreathOfTheWild_DivineLaserBeamCustomizer/6fa2baef8a4ece42_0000000000000709_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 6fa2baef8a4ece42 // Divine Laser Beams Customizer - rings // Credit for hsv functions below @@ -30,21 +13,11 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fc2000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x21594000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fc2000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x21594000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; @@ -53,6 +26,7 @@ layout(location = 4) in vec4 passParameterSem7; layout(location = 5) in vec4 passParameterSem8; layout(location = 6) in vec4 passParameterSem14; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_DivineLaserBeamCustomizer/de960d36a997b34d_0000000000000709_ps.txt b/Mods/BreathOfTheWild_DivineLaserBeamCustomizer/de960d36a997b34d_0000000000000709_ps.txt index ff200ddb..85310437 100644 --- a/Mods/BreathOfTheWild_DivineLaserBeamCustomizer/de960d36a997b34d_0000000000000709_ps.txt +++ b/Mods/BreathOfTheWild_DivineLaserBeamCustomizer/de960d36a997b34d_0000000000000709_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader de960d36a997b34d // Divine Laser Beams Customizer - beams // Credit for hsv functions below @@ -30,21 +13,11 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x210b5000 res 200x200x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2188b000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x210b5000 res 200x200x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2188b000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 0 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; @@ -54,6 +27,7 @@ layout(location = 5) in vec4 passParameterSem8; layout(location = 6) in vec4 passParameterSem12; layout(location = 7) in vec4 passParameterSem14; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_DivineLaserBeamCustomizer/rules.txt b/Mods/BreathOfTheWild_DivineLaserBeamCustomizer/rules.txt index 4c3f816b..d80915bd 100644 --- a/Mods/BreathOfTheWild_DivineLaserBeamCustomizer/rules.txt +++ b/Mods/BreathOfTheWild_DivineLaserBeamCustomizer/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Divine Laser Beams Customizer path = "The Legend of Zelda: Breath of the Wild/Mods/Divine Laser Beams Customizer" description = Allows customization of the color of the Divine Beasts's Laser Beams. They can also be completely hidden. Inside the shader you can find other options like saturation and transparency. -version = 4 +version = 3 [Preset] name = Red (Default) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/0453fb7ad9cc0f79_0000000000003849_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/0453fb7ad9cc0f79_0000000000003849_ps.txt index 82e6f7e5..a7469473 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/0453fb7ad9cc0f79_0000000000003849_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/0453fb7ad9cc0f79_0000000000003849_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 0453fb7ad9cc0f79 // Bomb - explosion sphere // Glow Lights Color Mod @@ -28,22 +11,12 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21106000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fc9000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x21412000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21106000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fc9000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x21412000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; @@ -51,6 +24,7 @@ layout(location = 3) in vec4 passParameterSem4; layout(location = 4) in vec4 passParameterSem8; layout(location = 5) in vec4 passParameterSem9; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/097eac672c26b4a4_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/097eac672c26b4a4_00000000000000e1_ps.txt index ebb11f06..7bb66cde 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/097eac672c26b4a4_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/097eac672c26b4a4_00000000000000e1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 097eac672c26b4a4 // Shrine - ending field shatter particles 2 // Glow Lights Color Mod @@ -28,26 +11,17 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x210c8000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(9, 1, 1) uniform sampler2D textureUnitPS9;// Tex9 addr 0xf557c800 res 160x90x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x210c8000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 9) uniform sampler2D textureUnitPS9;// Tex9 addr 0xf557c800 res 160x90x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler9 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; layout(location = 3) in vec4 passParameterSem4; layout(location = 4) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/0ce5fca5c70640d1_0000000000003849_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/0ce5fca5c70640d1_0000000000003849_ps.txt index d007d57b..7c7ae193 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/0ce5fca5c70640d1_0000000000003849_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/0ce5fca5c70640d1_0000000000003849_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 0ce5fca5c70640d1 // Electric arc // Glow Lights Color Mod @@ -28,22 +11,12 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fc2000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x210c1000 res 64x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x210c8000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fc2000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x210c1000 res 64x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 0 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x210c8000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; @@ -51,6 +24,7 @@ layout(location = 3) in vec4 passParameterSem4; layout(location = 4) in vec4 passParameterSem8; layout(location = 5) in vec4 passParameterSem9; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/12fe44a2273b452c_000000000000001c_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/12fe44a2273b452c_000000000000001c_ps.txt index 7708f5a6..c6e93501 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/12fe44a2273b452c_000000000000001c_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/12fe44a2273b452c_000000000000001c_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 12fe44a2273b452c // Shrine - elevator pass through field // Glow Lights Color Mod @@ -28,24 +11,15 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(4, 1, 0) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem3; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem7; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/146164991e2929e2_0000000000000709_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/146164991e2929e2_0000000000000709_ps.txt index d0247890..7cae0f66 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/146164991e2929e2_0000000000000709_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/146164991e2929e2_0000000000000709_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 146164991e2929e2 // Shrine - volumetric light // Glow Lights Color Mod @@ -28,21 +11,11 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21331000 res 512x512x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(9, 1, 2) uniform sampler2D textureUnitPS9;// Tex9 addr 0xf557c800 res 160x90x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21331000 res 512x512x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 9) uniform sampler2D textureUnitPS9;// Tex9 addr 0xf557c800 res 160x90x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler9 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; @@ -50,6 +23,7 @@ layout(location = 3) in vec4 passParameterSem4; layout(location = 4) in vec4 passParameterSem7; layout(location = 5) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/14f5a7cf99f2904a_00000000000000f1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/14f5a7cf99f2904a_00000000000000f1_ps.txt index 7602614a..88defd80 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/14f5a7cf99f2904a_00000000000000f1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/14f5a7cf99f2904a_00000000000000f1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 14f5a7cf99f2904a // Shrine - laser beam // Glow Lights Color Mod @@ -28,24 +11,16 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x18b20000 res 128x4x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x18b20000 res 128x4x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x18b20000 res 128x4x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x18b20000 res 128x4x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 0 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem7; layout(location = 4) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/15e2d4f74a5e8445_000000000000001c_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/15e2d4f74a5e8445_000000000000001c_ps.txt index ac87309f..5f3f393e 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/15e2d4f74a5e8445_000000000000001c_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/15e2d4f74a5e8445_000000000000001c_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 15e2d4f74a5e8445 // Bomb - explosion first sphere // Glow Lights Color Mod @@ -28,19 +11,9 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; @@ -49,6 +22,7 @@ layout(location = 4) in vec4 passParameterSem7; layout(location = 5) in vec4 passParameterSem8; layout(location = 6) in vec4 passParameterSem11; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/1dd8be9054c94f4e_0000000000003849_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/1dd8be9054c94f4e_0000000000003849_ps.txt index f7b7c5ea..84484122 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/1dd8be9054c94f4e_0000000000003849_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/1dd8be9054c94f4e_0000000000003849_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 1dd8be9054c94f4e // Shrine - activation circle // Glow Lights Color Mod @@ -28,22 +11,12 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[4]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[4]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21106000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fc9000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1dc46000 res 64x64x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21106000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fc9000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1dc46000 res 64x64x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; @@ -55,6 +28,7 @@ layout(location = 7) in vec4 passParameterSem9; layout(location = 8) in vec4 passParameterSem11; layout(location = 9) in vec4 passParameterSem12; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/233a000439032e75_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/233a000439032e75_00000000000000e1_ps.txt index 2aec2af3..de631e8a 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/233a000439032e75_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/233a000439032e75_00000000000000e1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 233a000439032e75 // Bomb - explosion circle // Glow Lights Color Mod @@ -28,24 +11,16 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x214e1000 res 64x400x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x214e1000 res 64x400x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x214e1000 res 64x400x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x214e1000 res 64x400x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 0 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem7; layout(location = 4) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/266a0d760fe1ddfc_0000000000003849_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/266a0d760fe1ddfc_0000000000003849_ps.txt index ba7a9955..c3959690 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/266a0d760fe1ddfc_0000000000003849_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/266a0d760fe1ddfc_0000000000003849_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 266a0d760fe1ddfc // Shrine - elevator base // Glow Lights Color Mod @@ -28,22 +11,12 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[4]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[4]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21106000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x21156000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x21103000 res 4x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21106000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x21156000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x21103000 res 4x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; @@ -54,6 +27,7 @@ layout(location = 6) in vec4 passParameterSem8; layout(location = 7) in vec4 passParameterSem9; layout(location = 8) in vec4 passParameterSem11; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/2a045e62b99640b5_00000001e1e21c49_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/2a045e62b99640b5_00000001e1e21c49_ps.txt index 30c0dc59..56ab8861 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/2a045e62b99640b5_00000001e1e21c49_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/2a045e62b99640b5_00000001e1e21c49_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 2a045e62b99640b5 // Shrine of Resurrection - walls // Glow Lights Color Mod @@ -28,22 +11,12 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb2b30000 res 512x256x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb2b63000 res 128x64x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb2b42000 res 512x256x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(6, 1, 3) uniform sampler2D textureUnitPS6;// Tex6 addr 0xb2b42000 res 512x256x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0xa +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb2b30000 res 512x256x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb2b63000 res 128x64x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb2b42000 res 512x256x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xb2b42000 res 512x256x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 0 0 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem5; layout(location = 2) in vec4 passParameterSem3; @@ -52,6 +25,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/2a87149b7154c69d_000000000001c24b_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/2a87149b7154c69d_000000000001c24b_ps.txt index 5df47eea..b6c4b150 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/2a87149b7154c69d_000000000001c24b_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/2a87149b7154c69d_000000000001c24b_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 2a87149b7154c69d // Bomb - smoke // Glow Lights Color Mod @@ -28,23 +11,13 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 5) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21048800 res 256x128x1 dim 1 tm: 4 format 0007 compSel: 0 1 1 1 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2105e800 res 256x256x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x210b5000 res 200x200x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(10, 1, 4) uniform samplerCubeArray textureUnitPS10;// Tex10 addr 0x3d568800 res 16x16x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21048800 res 256x128x1 dim 1 tm: 4 format 0007 compSel: 0 1 1 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2105e800 res 256x256x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x210b5000 res 200x200x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 10) uniform samplerCubeArray textureUnitPS10;// Tex10 addr 0x3d568800 res 16x16x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler10 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; @@ -56,6 +29,7 @@ layout(location = 7) in vec4 passParameterSem11; layout(location = 8) in vec4 passParameterSem14; layout(location = 9) in vec4 passParameterSem15; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 diff --git a/Mods/BreathOfTheWild_GlowLightsColors/2f64af19b1835ab0_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/2f64af19b1835ab0_00000000000000e1_ps.txt index 326b3b5a..004f8767 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/2f64af19b1835ab0_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/2f64af19b1835ab0_00000000000000e1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 2f64af19b1835ab0 // Shrine - ending particles // Glow Lights Color Mod @@ -28,26 +11,17 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; layout(location = 3) in vec4 passParameterSem4; layout(location = 4) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/319e60116b59ceec_00000001e1e1fe49_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/319e60116b59ceec_00000001e1e1fe49_ps.txt index 06d432ca..d6f5cb52 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/319e60116b59ceec_00000001e1e1fe49_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/319e60116b59ceec_00000001e1e1fe49_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 319e60116b59ceec // Sheikah Tower - active // Glow Lights Color Mod @@ -28,19 +11,10 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0x34833000 res 64x64x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0x34834000 res 128x128x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0x34836000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x34833000 res 64x64x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x34834000 res 128x128x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x34836000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem5; layout(location = 2) in vec4 passParameterSem3; @@ -50,6 +24,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/38d70ed9280bb3bc_0000000000000079_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/38d70ed9280bb3bc_0000000000000079_ps.txt index 79894e14..672e0ef6 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/38d70ed9280bb3bc_0000000000000079_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/38d70ed9280bb3bc_0000000000000079_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 38d70ed9280bb3bc // Bloom color cast // Glow Lights Color Mod @@ -28,19 +11,11 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/3d383d2d61500c9c_0000000f0f0ff249_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/3d383d2d61500c9c_0000000f0f0ff249_ps.txt index 1c0dfa19..12e42185 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/3d383d2d61500c9c_0000000f0f0ff249_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/3d383d2d61500c9c_0000000f0f0ff249_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 3d383d2d61500c9c // Sheikah Tower - middle structure above control panel // Glow Lights Color Mod @@ -28,20 +11,11 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb3798000 res 1024x1024x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xb -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb391b000 res 512x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb381a000 res 1024x1024x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0xb -TEXTURE_LAYOUT(6, 1, 3) uniform sampler2D textureUnitPS6;// Tex6 addr 0xb381a000 res 1024x1024x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0xb +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb3798000 res 1024x1024x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb391b000 res 512x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb381a000 res 1024x1024x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xb381a000 res 1024x1024x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 0 0 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem5; layout(location = 2) in vec4 passParameterSem3; @@ -50,6 +24,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/42c9208b54ad72ca_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/42c9208b54ad72ca_00000000000000e1_ps.txt index b9cfd6cc..0eab7350 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/42c9208b54ad72ca_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/42c9208b54ad72ca_00000000000000e1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 42c9208b54ad72ca // Guardian scout fire debris // Glow Lights Color Mod @@ -28,23 +11,15 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fee000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fee000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fee000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fee000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/458dd826bd589332_0000000000000709_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/458dd826bd589332_0000000000000709_ps.txt index 993699df..959ec824 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/458dd826bd589332_0000000000000709_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/458dd826bd589332_0000000000000709_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 458dd826bd589332 // Hateno fire - glow // Glow Lights Color Mod @@ -28,27 +11,18 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fc2000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fc2000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; layout(location = 3) in vec4 passParameterSem4; layout(location = 4) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/48a94cda336d2976_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/48a94cda336d2976_00000000000000e1_ps.txt index 72fa6a09..69f18c97 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/48a94cda336d2976_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/48a94cda336d2976_00000000000000e1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 48a94cda336d2976 // Hateno fire - horizontal flare // Glow Lights Color Mod @@ -28,23 +11,15 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fdb000 res 256x78x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fe2000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fdb000 res 256x78x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 1 1 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fe2000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/4af8a4670205be4c_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/4af8a4670205be4c_00000000000000e1_ps.txt index 341ba63f..535ab0d4 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/4af8a4670205be4c_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/4af8a4670205be4c_00000000000000e1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 4af8a4670205be4c // Shrine - laser beam glow // Glow Lights Color Mod @@ -28,20 +11,10 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[5]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[5]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x18b20000 res 128x4x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x18b20000 res 128x4x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 0 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; @@ -54,6 +27,7 @@ layout(location = 8) in vec4 passParameterSem14; layout(location = 9) in vec4 passParameterSem15; layout(location = 10) in vec4 passParameterSem16; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/4bdac25bb98f5804_0000000000003849_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/4bdac25bb98f5804_0000000000003849_ps.txt index 4e0ba3f8..5df039b5 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/4bdac25bb98f5804_0000000000003849_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/4bdac25bb98f5804_0000000000003849_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 4bdac25bb98f5804 // Hateno fire // Glow Lights Color Mod @@ -28,22 +11,12 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fc2000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fc9000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x20fcc800 res 64x64x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fc2000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fc9000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x20fcc800 res 64x64x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; @@ -51,6 +24,7 @@ layout(location = 3) in vec4 passParameterSem4; layout(location = 4) in vec4 passParameterSem8; layout(location = 5) in vec4 passParameterSem9; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/5219277e990fe5ba_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/5219277e990fe5ba_00000000000000e1_ps.txt index f3be44e7..b8a0d47f 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/5219277e990fe5ba_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/5219277e990fe5ba_00000000000000e1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 5219277e990fe5ba // Bomb - horizontal appearance effect // Glow Lights Color Mod @@ -28,23 +11,15 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fdb000 res 256x78x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fe2000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fdb000 res 256x78x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 1 1 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fe2000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/5b04d28f319a1d6d_0000000f0f0ff249_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/5b04d28f319a1d6d_0000000f0f0ff249_ps.txt index ffe748bb..1f9a6cdd 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/5b04d28f319a1d6d_0000000f0f0ff249_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/5b04d28f319a1d6d_0000000f0f0ff249_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 5b04d28f319a1d6d // Bomb // Glow Lights Color Mod @@ -28,20 +11,11 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0xb2ea5000 res 512x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xb2fce000 res 512x512x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb2fac000 res 512x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb2f8b000 res 512x512x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0xa +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xb2ea5000 res 512x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xb2fce000 res 512x512x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb2fac000 res 512x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb2f8b000 res 512x512x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem3; layout(location = 2) in vec4 passParameterSem4; @@ -50,6 +24,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/5b9b7727ca24e22b_0000000000000709_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/5b9b7727ca24e22b_0000000000000709_ps.txt index 1991331e..d0d9dbe1 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/5b9b7727ca24e22b_0000000000000709_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/5b9b7727ca24e22b_0000000000000709_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 5b9b7727ca24e22b // Shrine - ending field 2 // Glow Lights Color Mod @@ -28,21 +11,11 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x216b3000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x21416000 res 400x100x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x2137e000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x216b3000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x21416000 res 400x100x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 2 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x2137e000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; @@ -52,6 +25,7 @@ layout(location = 5) in vec4 passParameterSem8; layout(location = 6) in vec4 passParameterSem9; layout(location = 7) in vec4 passParameterSem11; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/5f4e60117b59cf65_00000001e1e1fe49_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/5f4e60117b59cf65_00000001e1e1fe49_ps.txt index 26e98c49..9688741b 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/5f4e60117b59cf65_00000001e1e1fe49_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/5f4e60117b59cf65_00000001e1e1fe49_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 5f4e60117b59cf65 // Sheikah Tower - inactive + Shrine // Glow Lights Color Mod @@ -28,19 +11,10 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0x337db000 res 256x1024x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xb -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0x337f3000 res 128x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0x337e7000 res 256x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0xb +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x337db000 res 256x1024x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x337f3000 res 128x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x337e7000 res 256x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem5; layout(location = 2) in vec4 passParameterSem3; @@ -50,6 +24,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/603d7ad06d86617e_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/603d7ad06d86617e_00000000000000e1_ps.txt index dcfb5a0b..211c45f6 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/603d7ad06d86617e_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/603d7ad06d86617e_00000000000000e1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 603d7ad06d86617e // Teleportation - part 2 // Glow Lights Color Mod @@ -28,23 +11,15 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x216a1000 res 64x64x1 dim 1 tm: 4 format 0001 compSel: 0 0 0 0 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x211a9000 res 32x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x216a1000 res 64x64x1 dim 1 tm: 4 format 0001 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x211a9000 res 32x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem7; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/6240983542445009_00000001e1e21c49_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/6240983542445009_00000001e1e21c49_ps.txt index 7dcba9ea..79f99557 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/6240983542445009_00000001e1e21c49_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/6240983542445009_00000001e1e21c49_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 6240983542445009 // Shrine - bulbs // Glow Lights Color Mod @@ -28,22 +11,12 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb74c5000 res 512x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb74ef000 res 256x256x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb74e6000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(7, 1, 3) uniform sampler2D textureUnitPS7;// Tex7 addr 0xb75c0000 res 84x64x1 dim 1 tm: 4 format 0034 compSel: 0 4 4 4 mipView: 0x0 (num 0x7 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb74c5000 res 512x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb74ef000 res 256x256x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb74e6000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xb75c0000 res 84x64x1 dim 1 tm: 4 format 0034 compSel: 0 4 4 4 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem6; layout(location = 2) in vec4 passParameterSem3; @@ -54,6 +27,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/64342503518ca97a_0000000000000709_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/64342503518ca97a_0000000000000709_ps.txt index 41841cbf..ba8c57bf 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/64342503518ca97a_0000000000000709_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/64342503518ca97a_0000000000000709_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 64342503518ca97a // Shrine - ending // Glow Lights Color Mod @@ -28,21 +11,11 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21106000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fc9000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x21103000 res 4x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21106000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fc9000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x21103000 res 4x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; @@ -50,6 +23,7 @@ layout(location = 3) in vec4 passParameterSem7; layout(location = 4) in vec4 passParameterSem8; layout(location = 5) in vec4 passParameterSem9; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/6832b00344c32a71_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/6832b00344c32a71_00000000000000e1_ps.txt index ba3ef699..63898942 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/6832b00344c32a71_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/6832b00344c32a71_00000000000000e1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 6832b00344c32a71 // Shrine - ending back wall // Glow Lights Color Mod @@ -28,24 +11,16 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21103000 res 4x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x21103000 res 4x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21103000 res 4x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x21103000 res 4x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem7; layout(location = 4) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/687da8c1b555b262_0000000000003849_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/687da8c1b555b262_0000000000003849_ps.txt index a0e1aa3b..0ce7c69d 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/687da8c1b555b262_0000000000003849_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/687da8c1b555b262_0000000000003849_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 687da8c1b555b262 // Bomb - explosion sphere + distorsion // Glow Lights Color Mod @@ -28,22 +11,12 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21106000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x210b5000 res 200x200x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf45c6000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21106000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x210b5000 res 200x200x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf45c6000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; @@ -52,6 +25,7 @@ layout(location = 4) in vec4 passParameterSem7; layout(location = 5) in vec4 passParameterSem8; layout(location = 6) in vec4 passParameterSem9; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/68aa37ce58db094d_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/68aa37ce58db094d_00000000000000e1_ps.txt index 4885d047..a37dc717 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/68aa37ce58db094d_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/68aa37ce58db094d_00000000000000e1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 68aa37ce58db094d // Bomb - appear effect center // Glow Lights Color Mod @@ -28,26 +11,17 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; layout(location = 3) in vec4 passParameterSem4; layout(location = 4) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/70a79265ab7d498a_0000000f0f10e249_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/70a79265ab7d498a_0000000f0f10e249_ps.txt index 477c8449..1f40e569 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/70a79265ab7d498a_0000000f0f10e249_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/70a79265ab7d498a_0000000f0f10e249_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 70a79265ab7d498a // Electric balls // Glow Lights Color Mod @@ -28,23 +11,13 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 5) uniform ufBlock -{ uniform ivec4 uf_remappedPS[4]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[4]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb639d000 res 256x256x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb63b8000 res 256x256x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb63a6000 res 256x256x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(6, 1, 3) uniform sampler2D textureUnitPS6;// Tex6 addr 0xb63af000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(8, 1, 4) uniform sampler2D textureUnitPS8;// Tex8 addr 0xb639b000 res 128x4x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb639d000 res 256x256x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb63b8000 res 256x256x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb63a6000 res 256x256x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xb63af000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 8) uniform sampler2D textureUnitPS8;// Tex8 addr 0xb639b000 res 128x4x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler8 ClampX/Y/Z: 0 0 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; @@ -54,6 +27,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/70d96b85a0ce93ef_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/70d96b85a0ce93ef_00000000000000e1_ps.txt index 67caf1ce..e0a3b9dd 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/70d96b85a0ce93ef_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/70d96b85a0ce93ef_00000000000000e1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 70d96b85a0ce93ef // Shrine - ending - field shatter effect particle // Glow Lights Color Mod @@ -28,24 +11,16 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x211a9000 res 32x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x214e1000 res 64x400x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x211a9000 res 32x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x214e1000 res 64x400x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 1 1 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem7; layout(location = 4) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/751393d6cbcd0c76_000003c3c3fc9249_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/751393d6cbcd0c76_000003c3c3fc9249_ps.txt index 665579a0..e3ea2b97 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/751393d6cbcd0c76_000003c3c3fc9249_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/751393d6cbcd0c76_000003c3c3fc9249_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 751393d6cbcd0c76 // Shrine - walls 2 // Glow Lights Color Mod @@ -28,22 +11,13 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 6) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb119e000 res 1024x1024x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0xb -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb129f000 res 512x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb10e6000 res 1024x1024x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xb -TEXTURE_LAYOUT(6, 1, 3) uniform sampler2D textureUnitPS6;// Tex6 addr 0xb1179000 res 512x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(7, 1, 4) uniform sampler2D textureUnitPS7;// Tex7 addr 0xb09e5000 res 4012x2048x1 dim 1 tm: 4 format 0034 compSel: 0 4 4 4 mipView: 0x0 (num 0xc -TEXTURE_LAYOUT(8, 1, 5) uniform sampler2D textureUnitPS8;// Tex8 addr 0xb1168000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x9 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb119e000 res 1024x1024x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb129f000 res 512x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb10e6000 res 1024x1024x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xb1179000 res 512x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xb09e5000 res 4012x2048x1 dim 1 tm: 4 format 0034 compSel: 0 4 4 4 mipView: 0x0 (num 0xc) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 8) uniform sampler2D textureUnitPS8;// Tex8 addr 0xb1168000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler8 ClampX/Y/Z: 0 0 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem7; @@ -54,6 +28,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/80b87385a0d2942f_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/80b87385a0d2942f_00000000000000e1_ps.txt index 4bf2d102..8f3db3d4 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/80b87385a0d2942f_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/80b87385a0d2942f_00000000000000e1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 80b87385a0d2942f // Bomp - appear effect circle 2 // Glow Lights Color Mod @@ -28,24 +11,16 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x214e1000 res 64x400x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x214e1000 res 64x400x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x214e1000 res 64x400x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x214e1000 res 64x400x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 0 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem7; layout(location = 4) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/81adf9797e4661a7_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/81adf9797e4661a7_00000000000000e1_ps.txt index 4e15db19..5dee8f8c 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/81adf9797e4661a7_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/81adf9797e4661a7_00000000000000e1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 81adf9797e4661a7 // Shrine - ending glowing wall // Glow Lights Color Mod @@ -28,24 +11,16 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21282000 res 128x128x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fc9000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21282000 res 128x128x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fc9000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem7; layout(location = 4) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/8438998c284fe428_000000000000001c_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/8438998c284fe428_000000000000001c_ps.txt index 7c8d7f54..6c8a7275 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/8438998c284fe428_000000000000001c_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/8438998c284fe428_000000000000001c_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 8438998c284fe428 // Shrine - elevator particles 2 // Glow Lights Color Mod @@ -28,22 +11,14 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x214d5000 res 128x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x214d5000 res 128x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/87790fa17c847fea_0000000000000709_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/87790fa17c847fea_0000000000000709_ps.txt index 830af312..73ae5cf9 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/87790fa17c847fea_0000000000000709_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/87790fa17c847fea_0000000000000709_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 87790fa17c847fea // Shrine - elevator field + distortion // Glow Lights Color Mod @@ -28,21 +11,11 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21106000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x21146000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf45c6000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21106000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x21146000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf45c6000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; @@ -51,6 +24,7 @@ layout(location = 4) in vec4 passParameterSem5; layout(location = 5) in vec4 passParameterSem8; layout(location = 6) in vec4 passParameterSem12; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/8798144a6f066e7c_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/8798144a6f066e7c_00000000000000e1_ps.txt index 9f9dc7b7..3c21408d 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/8798144a6f066e7c_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/8798144a6f066e7c_00000000000000e1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 8798144a6f066e7c // Shrine - ending field 3 // Glow Lights Color Mod @@ -28,20 +11,10 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21282000 res 128x128x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fc9000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21282000 res 128x128x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fc9000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; @@ -50,6 +23,7 @@ layout(location = 4) in vec4 passParameterSem7; layout(location = 5) in vec4 passParameterSem8; layout(location = 6) in vec4 passParameterSem11; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/87babe7569572ff5_0000000000003849_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/87babe7569572ff5_0000000000003849_ps.txt index a9a9688b..4f7f96dd 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/87babe7569572ff5_0000000000003849_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/87babe7569572ff5_0000000000003849_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 87babe7569572ff5 // Bomb - trails 1 // Glow Lights Color Mod @@ -28,22 +11,12 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2118e000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x213a7000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x21636000 res 64x64x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2118e000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x213a7000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x21636000 res 64x64x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; @@ -52,6 +25,7 @@ layout(location = 4) in vec4 passParameterSem5; layout(location = 5) in vec4 passParameterSem7; layout(location = 6) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/8836c3a20b053cf0_000000000000001c_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/8836c3a20b053cf0_000000000000001c_ps.txt index 9b2ca48c..1740eca2 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/8836c3a20b053cf0_000000000000001c_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/8836c3a20b053cf0_000000000000001c_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 8836c3a20b053cf0 // Shrine - vertical lines field // Glow Lights Color Mod @@ -28,19 +11,9 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21103000 res 4x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21103000 res 4x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 1 1 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; @@ -49,6 +22,7 @@ layout(location = 4) in vec4 passParameterSem7; layout(location = 5) in vec4 passParameterSem8; layout(location = 6) in vec4 passParameterSem11; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/8d0a18894dd0c9cb_0000000000000709_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/8d0a18894dd0c9cb_0000000000000709_ps.txt index fddd9267..9756dc31 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/8d0a18894dd0c9cb_0000000000000709_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/8d0a18894dd0c9cb_0000000000000709_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 8d0a18894dd0c9cb // Shrine - ending field 1 // Glow Lights Color Mod @@ -28,21 +11,11 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21106000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fc9000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x21412000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21106000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fc9000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x21412000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; @@ -51,6 +24,7 @@ layout(location = 4) in vec4 passParameterSem8; layout(location = 5) in vec4 passParameterSem9; layout(location = 6) in vec4 passParameterSem11; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/8e9e804a3cd384c3_00000000000ff259_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/8e9e804a3cd384c3_00000000000ff259_ps.txt index 902b3cc8..eec54824 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/8e9e804a3cd384c3_00000000000ff259_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/8e9e804a3cd384c3_00000000000ff259_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 8e9e804a3cd384c3 // Shrine lights, volcano path lights, generic lights, electric balls - reflection pass // Glow Lights Color Mod @@ -28,23 +11,15 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[13]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[13]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform samplerCubeArray textureUnitPS2;// Tex2 addr 0x3df6e800 res 3x3x1 dim 3 tm: 2 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x3df6f800 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform samplerCubeArray textureUnitPS2;// Tex2 addr 0x3df6e800 res 3x3x1 dim 3 tm: 2 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler2 ClampX/Y/Z: 6 6 6 border: 1 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x3df6f800 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 1) noperspective in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 @@ -182,7 +157,7 @@ bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; float cubeMapArrayIndex2 = 0.0; -R0i = floatBitsToInt(GET_FRAGCOORD()); +R0i = floatBitsToInt(vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)); R1i = floatBitsToInt(passParameterSem0); // 0 R6i.x = 0x3f800000; diff --git a/Mods/BreathOfTheWild_GlowLightsColors/8fe014235f134ac1_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/8fe014235f134ac1_00000000000000e1_ps.txt index 40b25347..1d8f76f6 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/8fe014235f134ac1_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/8fe014235f134ac1_00000000000000e1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 8fe014235f134ac1 // Shrine - generic particles // Glow Lights Color Mod @@ -28,25 +11,16 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem3; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/99122c964b6a1a19_000000000001fe49_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/99122c964b6a1a19_000000000001fe49_ps.txt index f0abfe7c..873b4e42 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/99122c964b6a1a19_000000000001fe49_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/99122c964b6a1a19_000000000001fe49_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 99122c964b6a1a19 // Shrine - elevator reflection pass // Glow Lights Color Mod @@ -28,22 +11,14 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[10]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[10]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x3df6f800 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x3df6f800 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 1) noperspective in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -102,7 +77,7 @@ activeMaskStackC[0] = true; activeMaskStackC[1] = true; vec3 cubeMapSTM; int cubeMapFaceId; -R0i = floatBitsToInt(GET_FRAGCOORD()); +R0i = floatBitsToInt(vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)); R1i = floatBitsToInt(passParameterSem0); if( activeMaskStackC[1] == true ) { // 0 diff --git a/Mods/BreathOfTheWild_GlowLightsColors/99fc7f42b65ca284_0000000000000709_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/99fc7f42b65ca284_0000000000000709_ps.txt index 76ba36a1..cbbe0a1a 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/99fc7f42b65ca284_0000000000000709_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/99fc7f42b65ca284_0000000000000709_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 99fc7f42b65ca284 // Shrine - elevator // Glow Lights Color Mod @@ -28,21 +11,11 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21106000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fc9000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x21412000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21106000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fc9000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x21412000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; @@ -53,6 +26,7 @@ layout(location = 6) in vec4 passParameterSem9; layout(location = 7) in vec4 passParameterSem11; layout(location = 8) in vec4 passParameterSem12; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/9aacad682248145f_0000000000000709_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/9aacad682248145f_0000000000000709_ps.txt index 5088a84c..9a0b191f 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/9aacad682248145f_0000000000000709_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/9aacad682248145f_0000000000000709_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 9aacad682248145f // Teleportation - part 1 // Glow Lights Color Mod @@ -28,21 +11,11 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x216a1000 res 64x64x1 dim 1 tm: 4 format 0001 compSel: 0 0 0 0 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x211a9000 res 32x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x216a1000 res 64x64x1 dim 1 tm: 4 format 0001 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x211a9000 res 32x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 0 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; @@ -50,6 +23,7 @@ layout(location = 3) in vec4 passParameterSem4; layout(location = 4) in vec4 passParameterSem7; layout(location = 5) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/9c9c75d87bb9b4ef_0000000f0f10e249_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/9c9c75d87bb9b4ef_0000000f0f10e249_ps.txt index 8536102d..32deaeaf 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/9c9c75d87bb9b4ef_0000000f0f10e249_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/9c9c75d87bb9b4ef_0000000f0f10e249_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 9c9c75d87bb9b4ef // Shrine - ceiling decorations // Glow Lights Color Mod @@ -28,23 +11,13 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 5) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb10a3000 res 512x256x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb10d5000 res 512x256x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb10b4000 res 512x256x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(6, 1, 3) uniform sampler2D textureUnitPS6;// Tex6 addr 0xb10b4000 res 512x256x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(7, 1, 4) uniform sampler2D textureUnitPS7;// Tex7 addr 0xb09e5000 res 4012x2048x1 dim 1 tm: 4 format 0034 compSel: 0 4 4 4 mipView: 0x0 (num 0xc +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb10a3000 res 512x256x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb10d5000 res 512x256x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb10b4000 res 512x256x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xb10b4000 res 512x256x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xb09e5000 res 4012x2048x1 dim 1 tm: 4 format 0034 compSel: 0 4 4 4 mipView: 0x0 (num 0xc) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem7; @@ -55,6 +28,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/a02a462f9ba59f2e_000000003c3c4389_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/a02a462f9ba59f2e_000000003c3c4389_ps.txt index 488ce2f3..af9bee0f 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/a02a462f9ba59f2e_000000003c3c4389_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/a02a462f9ba59f2e_000000003c3c4389_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader a02a462f9ba59f2e // Sheikah Tower - inactive - middle part // Glow Lights Color Mod @@ -28,21 +11,11 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb22d2000 res 512x256x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb2305000 res 128x64x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb22e4000 res 512x256x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0xa +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb22d2000 res 512x256x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb2305000 res 128x64x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb22e4000 res 512x256x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem5; layout(location = 2) in vec4 passParameterSem3; @@ -51,6 +24,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/a11251f0bffe8631_000000000000001c_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/a11251f0bffe8631_000000000000001c_ps.txt index be98348e..628c47af 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/a11251f0bffe8631_000000000000001c_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/a11251f0bffe8631_000000000000001c_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader a11251f0bffe8631 // Shrine - elevator particles 3 // Glow Lights Color Mod @@ -28,22 +11,14 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/a54bdb88a57b9be9_0000000000003849_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/a54bdb88a57b9be9_0000000000003849_ps.txt index 11c06fac..5edfdbc2 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/a54bdb88a57b9be9_0000000000003849_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/a54bdb88a57b9be9_0000000000003849_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader a54bdb88a57b9be9 // Bomb - explosion particles 1 // Glow Lights Color Mod @@ -28,22 +11,12 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fc2000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x20fc9000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fc2000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 2 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x20fc9000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; @@ -52,6 +25,7 @@ layout(location = 4) in vec4 passParameterSem7; layout(location = 5) in vec4 passParameterSem8; layout(location = 6) in vec4 passParameterSem9; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/a6ea718e4c60e157_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/a6ea718e4c60e157_00000000000000e1_ps.txt index 4146a552..72d1646e 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/a6ea718e4c60e157_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/a6ea718e4c60e157_00000000000000e1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader a6ea718e4c60e157 // Bomb - trails 2 // Glow Lights Color Mod @@ -28,26 +11,17 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21632000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21632000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; layout(location = 3) in vec4 passParameterSem4; layout(location = 4) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/a6eb708e4b616557_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/a6eb708e4b616557_00000000000000e1_ps.txt index a039cc6c..e7b251b1 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/a6eb708e4b616557_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/a6eb708e4b616557_00000000000000e1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader a6eb708e4b616557 // Bomb - explosion particles 2 // Glow Lights Color Mod @@ -28,26 +11,17 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21447000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21447000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 1 1 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; layout(location = 3) in vec4 passParameterSem4; layout(location = 4) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/a95fbb49ae2c8f46_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/a95fbb49ae2c8f46_00000000000000e1_ps.txt index c51aae95..1611b87d 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/a95fbb49ae2c8f46_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/a95fbb49ae2c8f46_00000000000000e1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader a95fbb49ae2c8f46 // Guardian scout fire // Glow Lights Color Mod @@ -28,23 +11,15 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x211ac000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x211ac000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x211ac000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x211ac000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/b2cf5924b04ea6a4_0000000f0f0ff249_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/b2cf5924b04ea6a4_0000000f0f0ff249_ps.txt index c8759007..88f0960f 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/b2cf5924b04ea6a4_0000000f0f0ff249_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/b2cf5924b04ea6a4_0000000f0f0ff249_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader b2cf5924b04ea6a4 // Shrine - metal chests // Glow Lights Color Mod @@ -28,20 +11,11 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb915a000 res 512x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb9198000 res 256x256x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb9197000 res 32x32x1 dim 1 tm: 2 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x6 -TEXTURE_LAYOUT(6, 1, 3) uniform sampler2D textureUnitPS6;// Tex6 addr 0xb917b000 res 400x400x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb915a000 res 512x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb9198000 res 256x256x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb9197000 res 32x32x1 dim 1 tm: 2 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x6) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xb917b000 res 400x400x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 0 0 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem5; layout(location = 2) in vec4 passParameterSem3; @@ -50,6 +24,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/b2e1c9ce2f160aab_000000003c3c4389_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/b2e1c9ce2f160aab_000000003c3c4389_ps.txt index c43a6e5a..e89f45c6 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/b2e1c9ce2f160aab_000000003c3c4389_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/b2e1c9ce2f160aab_000000003c3c4389_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader b2e1c9ce2f160aab // Shrine of Resurrection - lights // Glow Lights Color Mod @@ -28,21 +11,11 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb5e8b000 res 512x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb5ecd000 res 512x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb5eac000 res 512x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb5e8b000 res 512x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb5ecd000 res 512x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb5eac000 res 512x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem5; layout(location = 2) in vec4 passParameterSem3; @@ -52,6 +25,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/b5b53042daaad65c_00000001e1e21c49_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/b5b53042daaad65c_00000001e1e21c49_ps.txt index d13d10a0..ceaf535a 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/b5b53042daaad65c_00000001e1e21c49_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/b5b53042daaad65c_00000001e1e21c49_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader b5b53042daaad65c // Shrine - elements // Glow Lights Color Mod @@ -28,22 +11,12 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb751f000 res 256x40x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb7525000 res 128x20x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb7522000 res 256x40x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(7, 1, 3) uniform sampler2D textureUnitPS7;// Tex7 addr 0xb750e000 res 424x256x1 dim 1 tm: 4 format 0034 compSel: 0 4 4 4 mipView: 0x0 (num 0x9 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb751f000 res 256x40x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb7525000 res 128x20x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb7522000 res 256x40x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xb750e000 res 424x256x1 dim 1 tm: 4 format 0034 compSel: 0 4 4 4 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem3; layout(location = 2) in vec4 passParameterSem4; @@ -53,6 +26,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/bc9529a682410603_00000001e1e1fe49_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/bc9529a682410603_00000001e1e1fe49_ps.txt index 65aba56f..2a9b265d 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/bc9529a682410603_00000001e1e1fe49_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/bc9529a682410603_00000001e1e1fe49_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader bc9529a682410603 // Divine Beasts + Stones near Castle // Glow Lights Color Mod @@ -28,19 +11,10 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb428c000 res 512x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb42ce000 res 256x256x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb42ad000 res 512x512x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0xa +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb428c000 res 512x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb42ce000 res 256x256x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb42ad000 res 512x512x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem5; layout(location = 2) in vec4 passParameterSem3; @@ -49,6 +23,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/beb15cab79e5ca5d_000000000000001c_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/beb15cab79e5ca5d_000000000000001c_ps.txt index 0ce8aff3..ead7ef22 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/beb15cab79e5ca5d_000000000000001c_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/beb15cab79e5ca5d_000000000000001c_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader beb15cab79e5ca5d // Shrine - ending Sheikah logo + Hateno fire flare // Glow Lights Color Mod @@ -28,22 +11,14 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21627000 res 91x202x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21627000 res 91x202x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 1 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/bee298edc2f7e315_00000001e1e1fe49_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/bee298edc2f7e315_00000001e1e1fe49_ps.txt index dfdb6481..a34fb0b5 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/bee298edc2f7e315_00000001e1e1fe49_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/bee298edc2f7e315_00000001e1e1fe49_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader bee298edc2f7e315 // Sheikah Tower - control panel // Glow Lights Color Mod @@ -28,19 +11,10 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[4]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[4]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb370e000 res 128x128x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb3753000 res 128x128x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb3712000 res 512x512x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0xa +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb370e000 res 128x128x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb3753000 res 128x128x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb3712000 res 512x512x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem5; layout(location = 2) in vec4 passParameterSem3; @@ -49,6 +23,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/bf72a1fd35401be2_0000079749255249_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/bf72a1fd35401be2_0000079749255249_ps.txt index e4982076..9fb1d12c 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/bf72a1fd35401be2_0000079749255249_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/bf72a1fd35401be2_0000079749255249_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader bf72a1fd35401be2 // Shrine - lower elements // Glow Lights Color Mod @@ -28,44 +11,44 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -UNIFORM_BUFFER_LAYOUT(33, 1, 14) uniform uniformBlockPS1 +layout(binding = 33, std140) uniform uniformBlockPS1 { vec4 uf_blockPS1[1024]; }; -UNIFORM_BUFFER_LAYOUT(36, 1, 15) uniform uniformBlockPS4 +layout(binding = 36, std140) uniform uniformBlockPS4 { vec4 uf_blockPS4[1024]; }; -UNIFORM_BUFFER_LAYOUT(38, 1, 16) uniform uniformBlockPS6 +layout(binding = 38, std140) uniform uniformBlockPS6 { vec4 uf_blockPS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(40, 1, 17) uniform uniformBlockPS8 +layout(binding = 40, std140) uniform uniformBlockPS8 { vec4 uf_blockPS8[1024]; }; -UNIFORM_BUFFER_LAYOUT(42, 1, 18) uniform uniformBlockPS10 +layout(binding = 42, std140) uniform uniformBlockPS10 { vec4 uf_blockPS10[1024]; }; -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x3965d800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform samplerCubeArray textureUnitPS1;// Tex1 addr 0x3db66800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2DArrayShadow textureUnitPS2;// Tex2 addr 0xf58a8000 res 360x360x3 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0x3965d800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(6, 1, 5) uniform sampler2D textureUnitPS6;// Tex6 addr 0xac20b000 res 2000x1600x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x2 -TEXTURE_LAYOUT(7, 1, 6) uniform sampler2D textureUnitPS7;// Tex7 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(8, 1, 7) uniform sampler3D textureUnitPS8;// Tex8 addr 0x3dee0000 res 32x32x32 dim 2 tm: 7 format 0034 compSel: 0 4 4 5 mipView: 0x0 (num 0x6 -TEXTURE_LAYOUT(9, 1, 8) uniform sampler2DArray textureUnitPS9;// Tex9 addr 0xac455000 res 1024x1024x83 dim 5 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xb -TEXTURE_LAYOUT(10, 1, 9) uniform sampler2D textureUnitPS10;// Tex10 addr 0xb80bc000 res 256x128x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(11, 1, 10) uniform sampler2D textureUnitPS11;// Tex11 addr 0xb80c6000 res 128x64x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(12, 1, 11) uniform sampler2D textureUnitPS12;// Tex12 addr 0xb80c1000 res 256x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(14, 1, 12) uniform sampler2D textureUnitPS14;// Tex14 addr 0xb7ab8000 res 1936x1024x1 dim 1 tm: 4 format 0034 compSel: 0 4 4 4 mipView: 0x0 (num 0xb +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x3965d800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform samplerCubeArray textureUnitPS1;// Tex1 addr 0x3db66800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2DArrayShadow textureUnitPS2;// Tex2 addr 0xf58a8000 res 360x360x3 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x3) Sampler2 ClampX/Y/Z: 6 6 2 border: 2 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x3965d800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xac20b000 res 2000x1600x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 1 1 1 border: 1 +layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 8) uniform sampler3D textureUnitPS8;// Tex8 addr 0x3dee0000 res 32x32x32 dim 2 tm: 7 format 0034 compSel: 0 4 4 5 mipView: 0x0 (num 0x6) sliceView: 0x0 (num 0x20) Sampler8 ClampX/Y/Z: 0 0 0 border: 1 +layout(binding = 9) uniform sampler2DArray textureUnitPS9;// Tex9 addr 0xac455000 res 1024x1024x83 dim 5 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x53) Sampler9 ClampX/Y/Z: 0 0 0 border: 1 +layout(binding = 10) uniform sampler2D textureUnitPS10;// Tex10 addr 0xb80bc000 res 256x128x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler10 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xb80c6000 res 128x64x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0xb80c1000 res 256x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xb7ab8000 res 1936x1024x1 dim 1 tm: 4 format 0034 compSel: 0 4 4 4 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem4; @@ -75,14 +58,7 @@ layout(location = 5) in vec4 passParameterSem7; layout(location = 6) in vec4 passParameterSem8; layout(location = 7) in vec4 passParameterSem9; layout(location = 0) out vec4 passPixelColor0; -#ifdef VULKAN -layout(set = 1, binding = 13) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 diff --git a/Mods/BreathOfTheWild_GlowLightsColors/c36b10f0e410def8_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/c36b10f0e410def8_00000000000000e1_ps.txt index ecc8d80b..dd14ec49 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/c36b10f0e410def8_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/c36b10f0e410def8_00000000000000e1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader c36b10f0e410def8 // Guardian scout fire 2 // Glow Lights Color Mod @@ -28,23 +11,15 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x214a1000 res 400x400x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x214a1000 res 400x400x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 1 1 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/cb27783c5e10df0e_000000000000001c_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/cb27783c5e10df0e_000000000000001c_ps.txt index 9f4a0efc..83e2ba2d 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/cb27783c5e10df0e_000000000000001c_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/cb27783c5e10df0e_000000000000001c_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader cb27783c5e10df0e // Shrine - elevator field 2 // Glow Lights Color Mod @@ -28,19 +11,9 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; @@ -48,6 +21,7 @@ layout(location = 3) in vec4 passParameterSem5; layout(location = 4) in vec4 passParameterSem8; layout(location = 5) in vec4 passParameterSem11; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/cc9529ae1a492d03_00000001e1e1fe49_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/cc9529ae1a492d03_00000001e1e1fe49_ps.txt index c3056480..39ab8e9b 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/cc9529ae1a492d03_00000001e1e1fe49_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/cc9529ae1a492d03_00000001e1e1fe49_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader cc9529ae1a492d03 // Shrine - chests // Glow Lights Color Mod @@ -28,19 +11,10 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0x347e9000 res 128x128x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0x347f7000 res 512x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0x347eb000 res 512x512x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0xa +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x347e9000 res 128x128x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x347f7000 res 512x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x347eb000 res 512x512x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem5; layout(location = 2) in vec4 passParameterSem3; @@ -49,6 +23,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/cd1eba6802df67f7_0000000f0f0ff249_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/cd1eba6802df67f7_0000000f0f0ff249_ps.txt index 24f8bdb1..d9ea7c20 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/cd1eba6802df67f7_0000000f0f0ff249_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/cd1eba6802df67f7_0000000f0f0ff249_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader cd1eba6802df67f7 // Shrine - ceiling // Glow Lights Color Mod @@ -28,20 +11,11 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb7c6c000 res 512x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb7cae000 res 512x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb7c8d000 res 512x512x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(7, 1, 3) uniform sampler2D textureUnitPS7;// Tex7 addr 0xb7ab8000 res 1936x1024x1 dim 1 tm: 4 format 0034 compSel: 0 4 4 4 mipView: 0x0 (num 0xb +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb7c6c000 res 512x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb7cae000 res 512x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb7c8d000 res 512x512x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xb7ab8000 res 1936x1024x1 dim 1 tm: 4 format 0034 compSel: 0 4 4 4 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem3; layout(location = 2) in vec4 passParameterSem4; @@ -51,6 +25,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/ce76f7a67517c0b2_000000003c3c4389_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/ce76f7a67517c0b2_000000003c3c4389_ps.txt index 5f28e8bf..e5a29022 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/ce76f7a67517c0b2_000000003c3c4389_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/ce76f7a67517c0b2_000000003c3c4389_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader ce76f7a67517c0b2 // Shrine - top part // Glow Lights Color Mod @@ -28,21 +11,11 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0x34839800 res 32x32x1 dim 1 tm: 2 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x6 -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0x3483b000 res 16x16x1 dim 1 tm: 2 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x5 -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0x3483a000 res 16x16x1 dim 1 tm: 2 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x5 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x34839800 res 32x32x1 dim 1 tm: 2 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x6) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x3483b000 res 16x16x1 dim 1 tm: 2 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x3483a000 res 16x16x1 dim 1 tm: 2 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem5; layout(location = 2) in vec4 passParameterSem3; @@ -52,6 +25,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/cf2e9b7aab93e342_000000000001fe49_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/cf2e9b7aab93e342_000000000001fe49_ps.txt index d3138d48..ff9af3fc 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/cf2e9b7aab93e342_000000000001fe49_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/cf2e9b7aab93e342_000000000001fe49_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader cf2e9b7aab93e342 // Sheikah Tower - inactive, reflection pass // Glow Lights Color Mod @@ -28,22 +11,14 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[10]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[10]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x3df6f800 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x3df6f800 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 1) noperspective in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -99,7 +74,7 @@ ivec4 ARi = ivec4(0); bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; -R0i = floatBitsToInt(GET_FRAGCOORD()); +R0i = floatBitsToInt(vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)); R1i = floatBitsToInt(passParameterSem0); // 0 R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R1i.x)) + 1.0)); diff --git a/Mods/BreathOfTheWild_GlowLightsColors/d178de668517df1e_000000003c3c4389_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/d178de668517df1e_000000003c3c4389_ps.txt index 24ed5ec4..092c83e2 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/d178de668517df1e_000000003c3c4389_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/d178de668517df1e_000000003c3c4389_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader d178de668517df1e // Shrine - entrance top // Glow Lights Color Mod @@ -28,21 +11,11 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb2ec1000 res 512x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb2eeb000 res 256x256x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb2ee2000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb2ec1000 res 512x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb2eeb000 res 256x256x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb2ee2000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem5; layout(location = 2) in vec4 passParameterSem3; @@ -52,6 +25,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/d3ac3a61f7749326_000000000000001c_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/d3ac3a61f7749326_000000000000001c_ps.txt index 001be379..90e2cdf1 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/d3ac3a61f7749326_000000000000001c_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/d3ac3a61f7749326_000000000000001c_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader d3ac3a61f7749326 // Hateno fire particles // Glow Lights Color Mod @@ -28,22 +11,14 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fee000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fee000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/d48de6ada1e9ad03_00000001e1e1fe49_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/d48de6ada1e9ad03_00000001e1e1fe49_ps.txt index 3837c949..2a14b6d9 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/d48de6ada1e9ad03_00000001e1e1fe49_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/d48de6ada1e9ad03_00000001e1e1fe49_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader d48de6ada1e9ad03 // Sheikah Towers - active - top part // Glow Lights Color Mod @@ -28,19 +11,10 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb1309000 res 1024x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xb -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb138b000 res 1024x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xb -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb134a000 res 512x1024x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xb +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb1309000 res 1024x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb138b000 res 1024x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb134a000 res 512x1024x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 0 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem5; layout(location = 2) in vec4 passParameterSem3; @@ -49,6 +23,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/db8bc69330c08206_0000000000003849_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/db8bc69330c08206_0000000000003849_ps.txt index dd95403e..6126bd4d 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/db8bc69330c08206_0000000000003849_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/db8bc69330c08206_0000000000003849_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader db8bc69330c08206 // Shrine - elevator particles 1 // Glow Lights Color Mod @@ -28,22 +11,12 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2140e000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x214e1000 res 64x400x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x214e1000 res 64x400x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2140e000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x214e1000 res 64x400x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 0 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x214e1000 res 64x400x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 0 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; @@ -51,6 +24,7 @@ layout(location = 3) in vec4 passParameterSem4; layout(location = 4) in vec4 passParameterSem8; layout(location = 5) in vec4 passParameterSem9; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/e53233e53de8434f_0000000000000709_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/e53233e53de8434f_0000000000000709_ps.txt index 6c0cfa7c..6b00f5df 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/e53233e53de8434f_0000000000000709_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/e53233e53de8434f_0000000000000709_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader e53233e53de8434f // Bomb - debris // Glow Lights Color Mod @@ -28,19 +11,10 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2118a000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2118e000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x2118a000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2118a000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2118e000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x2118a000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; @@ -48,6 +22,7 @@ layout(location = 3) in vec4 passParameterSem7; layout(location = 4) in vec4 passParameterSem8; layout(location = 5) in vec4 passParameterSem9; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/e95d54571be1c0a9_000000000001fe49_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/e95d54571be1c0a9_000000000001fe49_ps.txt index a9623f84..9b484503 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/e95d54571be1c0a9_000000000001fe49_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/e95d54571be1c0a9_000000000001fe49_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader e95d54571be1c0a9 // Shrine - balls, reflection pass // Glow Lights Color Mod @@ -28,22 +11,14 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[8]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[8]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x3df6f800 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x3df6f800 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 1) noperspective in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -93,7 +68,7 @@ ivec4 ARi = ivec4(0); bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; -R0i = floatBitsToInt(GET_FRAGCOORD()); +R0i = floatBitsToInt(vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)); R1i = floatBitsToInt(passParameterSem0); // 0 PV0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(uf_remappedPS[0].x))); diff --git a/Mods/BreathOfTheWild_GlowLightsColors/f62be0d03546ec39_00000000000000e1_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/f62be0d03546ec39_00000000000000e1_ps.txt index 757369d3..fa28ce3a 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/f62be0d03546ec39_00000000000000e1_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/f62be0d03546ec39_00000000000000e1_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader f62be0d03546ec39 // Guardian scout fire 1 // Glow Lights Color Mod @@ -28,26 +11,17 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fd4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 1 1 0 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; layout(location = 3) in vec4 passParameterSem4; layout(location = 4) in vec4 passParameterSem8; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/fb135efcb4540fb1_00000078787f9249_ps.txt b/Mods/BreathOfTheWild_GlowLightsColors/fb135efcb4540fb1_00000078787f9249_ps.txt index 214281f1..b9869dc7 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/fb135efcb4540fb1_00000078787f9249_ps.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/fb135efcb4540fb1_00000078787f9249_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader fb135efcb4540fb1 // Shrine - wall decoration // Glow Lights Color Mod @@ -28,21 +11,12 @@ #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; -#ifdef VULKAN -layout(set = 1, binding = 5) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb80c8000 res 1024x1024x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xb -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb815b000 res 512x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb814a000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(6, 1, 3) uniform sampler2D textureUnitPS6;// Tex6 addr 0xb814a000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(7, 1, 4) uniform sampler2D textureUnitPS7;// Tex7 addr 0xb7ab8000 res 1936x1024x1 dim 1 tm: 4 format 0034 compSel: 0 4 4 4 mipView: 0x0 (num 0xb +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xb80c8000 res 1024x1024x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xb815b000 res 512x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xb814a000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xb814a000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xb7ab8000 res 1936x1024x1 dim 1 tm: 4 format 0034 compSel: 0 4 4 4 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem7; @@ -53,6 +27,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Mods/BreathOfTheWild_GlowLightsColors/rules.txt b/Mods/BreathOfTheWild_GlowLightsColors/rules.txt index 34d32d6d..72b23687 100644 --- a/Mods/BreathOfTheWild_GlowLightsColors/rules.txt +++ b/Mods/BreathOfTheWild_GlowLightsColors/rules.txt @@ -3,4 +3,4 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = "Glow Lights Colors" path = "The Legend of Zelda: Breath of the Wild/Mods/Glow Lights Colors" description = Changes the color of objects that glow in game, view the readme for more info. -version = 4 +version = 3 diff --git a/Mods/BreathOfTheWild_HUDRemover/37b9100c1310d3bb_0000000000000000_vs.txt b/Mods/BreathOfTheWild_HUDRemover/37b9100c1310d3bb_0000000000000000_vs.txt index bf771bde..0542386a 100644 --- a/Mods/BreathOfTheWild_HUDRemover/37b9100c1310d3bb_0000000000000000_vs.txt +++ b/Mods/BreathOfTheWild_HUDRemover/37b9100c1310d3bb_0000000000000000_vs.txt @@ -1,36 +1,11 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 37b9100c1310d3bb // PRO+ hud v2 -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_uniformRegisterVS[256]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_uniformRegisterVS[256]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -994,7 +969,7 @@ PS0i = R1i.y; R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(uf_uniformRegisterVS[0].w))); } // export -SET_POSITION(vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.y), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w))); +gl_Position = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.y), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w)); if (isCurrentSizeEqualTo(vec2(84, 84)) || isCurrentSizeEqualTo(vec2(36, 40)) || //master mode logo shadow isCurrentSizeEqualTo(vec2(90, 90)) || diff --git a/Mods/BreathOfTheWild_HUDRemover/4d58e6f0906ff5cf_0000000000000000_vs.txt b/Mods/BreathOfTheWild_HUDRemover/4d58e6f0906ff5cf_0000000000000000_vs.txt index 95fcf703..c0b78389 100644 --- a/Mods/BreathOfTheWild_HUDRemover/4d58e6f0906ff5cf_0000000000000000_vs.txt +++ b/Mods/BreathOfTheWild_HUDRemover/4d58e6f0906ff5cf_0000000000000000_vs.txt @@ -1,36 +1,11 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 4d58e6f0906ff5cf // PRO+ hud v2 -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[29]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[29]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -939,7 +914,7 @@ R0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0); PS0i = R0i.y; } // export -SET_POSITION(vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w))); +gl_Position = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w)); if (isCurrentSizeEqualTo(vec2(32, 32))) { gl_Position.y -= 9000.0; } diff --git a/Mods/BreathOfTheWild_HUDRemover/75faf095372864b1_0000000000000000_vs.txt b/Mods/BreathOfTheWild_HUDRemover/75faf095372864b1_0000000000000000_vs.txt index d430c450..2c22e89e 100644 --- a/Mods/BreathOfTheWild_HUDRemover/75faf095372864b1_0000000000000000_vs.txt +++ b/Mods/BreathOfTheWild_HUDRemover/75faf095372864b1_0000000000000000_vs.txt @@ -1,36 +1,11 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 75faf095372864b1 // PRO+ hud v2 -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_uniformRegisterVS[256]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_uniformRegisterVS[256]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -1438,7 +1413,7 @@ PS0i = R1i.y; R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.w), intBitsToFloat(uf_uniformRegisterVS[0].w))); } // export -SET_POSITION(vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w))); +gl_Position = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); if (isCurrentSizeEqualTo(vec2(32, 32)) || isCurrentSizeEqualTo(vec2(64, 64)) // hearts while taking damage ) { diff --git a/Mods/BreathOfTheWild_HUDRemover/b88c6020a8b17332_0000000000000000_vs.txt b/Mods/BreathOfTheWild_HUDRemover/b88c6020a8b17332_0000000000000000_vs.txt index b00ef9ce..96c328ff 100644 --- a/Mods/BreathOfTheWild_HUDRemover/b88c6020a8b17332_0000000000000000_vs.txt +++ b/Mods/BreathOfTheWild_HUDRemover/b88c6020a8b17332_0000000000000000_vs.txt @@ -1,36 +1,11 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader b88c6020a8b17332 // PRO+ hud v2 -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[17]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[17]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -488,7 +463,7 @@ R0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0); PS0i = R0i.y; } // export -SET_POSITION(vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w))); +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); if (//isCurrentSizeEqualTo(vec2(36, 36)) || //master mode logo isCurrentSizeEqualTo(vec2(80, 80)) || isCurrentSizeEqualTo(vec2(84, 84)) || diff --git a/Mods/BreathOfTheWild_HUDRemover/f56fcbd319ceba00_0000000000000000_vs.txt b/Mods/BreathOfTheWild_HUDRemover/f56fcbd319ceba00_0000000000000000_vs.txt index 0f2a099b..4ac461dc 100644 --- a/Mods/BreathOfTheWild_HUDRemover/f56fcbd319ceba00_0000000000000000_vs.txt +++ b/Mods/BreathOfTheWild_HUDRemover/f56fcbd319ceba00_0000000000000000_vs.txt @@ -1,36 +1,11 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader f56fcbd319ceba00 // PRO+ hud v2 -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[23]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[23]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -721,7 +696,7 @@ R0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0); PS0i = R0i.y; } // export -SET_POSITION(vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w))); +gl_Position = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w)); if (isCurrentSizeEqualTo(vec2(70, 70)) || isCurrentSizeEqualTo(vec2(80, 80)) //stamina 3rd red flash ) { diff --git a/Mods/BreathOfTheWild_HUDRemover/f7ba548c1fefe24a_0000000000000000_vs.txt b/Mods/BreathOfTheWild_HUDRemover/f7ba548c1fefe24a_0000000000000000_vs.txt index b6decd12..2589f629 100644 --- a/Mods/BreathOfTheWild_HUDRemover/f7ba548c1fefe24a_0000000000000000_vs.txt +++ b/Mods/BreathOfTheWild_HUDRemover/f7ba548c1fefe24a_0000000000000000_vs.txt @@ -1,36 +1,11 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader f7ba548c1fefe24a // PRO+ hud v2 -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_uniformRegisterVS[256]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_uniformRegisterVS[256]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -1228,7 +1203,7 @@ PS0i = R1i.y; R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(uf_uniformRegisterVS[0].w))); } // export -SET_POSITION(vec4(intBitsToFloat(R9i.x), intBitsToFloat(R9i.y), intBitsToFloat(R9i.z), intBitsToFloat(R9i.w))); +gl_Position = vec4(intBitsToFloat(R9i.x), intBitsToFloat(R9i.y), intBitsToFloat(R9i.z), intBitsToFloat(R9i.w)); if (isCurrentSizeEqualTo(vec2(56, 56)) || isCurrentSizeEqualTo(vec2(70, 70))) { gl_Position.y -= 9000.0; diff --git a/Mods/BreathOfTheWild_HUDRemover/rules.txt b/Mods/BreathOfTheWild_HUDRemover/rules.txt index 3940b18a..e18a1d5b 100644 --- a/Mods/BreathOfTheWild_HUDRemover/rules.txt +++ b/Mods/BreathOfTheWild_HUDRemover/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = "Remove all HUD elements" path = "The Legend of Zelda: Breath of the Wild/Mods/HUD Remover (Pro HUD+)" description = Hides the rest of the HUD that isn't removed by the Pro mod for e.g. screenshots. -version = 4 +version = 3 [TextureRedefine] # Disable Hearts width = 48 diff --git a/Mods/BreathOfTheWild_ReshadeCompatibility/rules.txt b/Mods/BreathOfTheWild_ReshadeCompatibility/rules.txt index 04e839d8..9d381be6 100644 --- a/Mods/BreathOfTheWild_ReshadeCompatibility/rules.txt +++ b/Mods/BreathOfTheWild_ReshadeCompatibility/rules.txt @@ -3,4 +3,4 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Fixes Reshade depth buffer compatibility path = "The Legend of Zelda: Breath of the Wild/Mods/Reshade compatibility" description = DON'T ENABLE THIS IF YOU'RE NOT USING RESHADE. Makes some reshade effects like e.g. MXAO and ray tracing not have issues. Will make distant mountains and geometry have flickering textures. -version = 4 +version = 3 diff --git a/Mods/MarioKart8_NoHud/0039902b839f2863_00000000000003c9_ps.txt b/Mods/MarioKart8_NoHud/0039902b839f2863_00000000000003c9_ps.txt index 90c35c04..3621674f 100644 --- a/Mods/MarioKart8_NoHud/0039902b839f2863_00000000000003c9_ps.txt +++ b/Mods/MarioKart8_NoHud/0039902b839f2863_00000000000003c9_ps.txt @@ -4,38 +4,13 @@ #ifdef VULKAN #else #endif -#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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 0039902b839f2863 // Used for: Removing coin from the HUD -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[3]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(binding = 1) uniform sampler2D textureUnitPS1; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; diff --git a/Mods/MarioKart8_NoHud/005826125bfe150a_0000000000000079_ps.txt b/Mods/MarioKart8_NoHud/005826125bfe150a_0000000000000079_ps.txt index cb2436b7..07ffd5b8 100644 --- a/Mods/MarioKart8_NoHud/005826125bfe150a_0000000000000079_ps.txt +++ b/Mods/MarioKart8_NoHud/005826125bfe150a_0000000000000079_ps.txt @@ -4,37 +4,12 @@ #ifdef VULKAN #else #endif -#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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 005826125bfe150a // Used for: Removing the lap and coin background -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[2]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[2]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; int clampFI32(int v) diff --git a/Mods/MarioKart8_NoHud/03c0659aacda420a_00000000000003c9_ps.txt b/Mods/MarioKart8_NoHud/03c0659aacda420a_00000000000003c9_ps.txt index 85b17990..36c67bda 100644 --- a/Mods/MarioKart8_NoHud/03c0659aacda420a_00000000000003c9_ps.txt +++ b/Mods/MarioKart8_NoHud/03c0659aacda420a_00000000000003c9_ps.txt @@ -4,38 +4,13 @@ #ifdef VULKAN #else #endif -#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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 03c0659aacda420a // Used for: Removing the position number from the HUD, black undertext -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[3]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(binding = 1) uniform sampler2D textureUnitPS1; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; diff --git a/Mods/MarioKart8_NoHud/2940f7a0fb8ea817_0000000000000079_ps.txt b/Mods/MarioKart8_NoHud/2940f7a0fb8ea817_0000000000000079_ps.txt index f4a995fb..81e347bf 100644 --- a/Mods/MarioKart8_NoHud/2940f7a0fb8ea817_0000000000000079_ps.txt +++ b/Mods/MarioKart8_NoHud/2940f7a0fb8ea817_0000000000000079_ps.txt @@ -4,37 +4,12 @@ #ifdef VULKAN #else #endif -#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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 2940f7a0fb8ea817 // Used for: Removing the track minimap in the HUD -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[2]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[2]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; diff --git a/Mods/MarioKart8_NoHud/440c49859973a955_00000000000003c9_ps.txt b/Mods/MarioKart8_NoHud/440c49859973a955_00000000000003c9_ps.txt index 6731a147..d31ec7f0 100644 --- a/Mods/MarioKart8_NoHud/440c49859973a955_00000000000003c9_ps.txt +++ b/Mods/MarioKart8_NoHud/440c49859973a955_00000000000003c9_ps.txt @@ -4,38 +4,13 @@ #ifdef VULKAN #else #endif -#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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 440c49859973a955 // Used for: Removing the position number from the HUD, colored text -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[5]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[5]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(binding = 1) uniform sampler2D textureUnitPS1; layout(location = 0) in vec4 passParameterSem1; layout(location = 1) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; diff --git a/Mods/MarioKart8_NoHud/50612bab4e50d820_0000000000001e49_ps.txt b/Mods/MarioKart8_NoHud/50612bab4e50d820_0000000000001e49_ps.txt index 828924bb..10c5c5ab 100644 --- a/Mods/MarioKart8_NoHud/50612bab4e50d820_0000000000001e49_ps.txt +++ b/Mods/MarioKart8_NoHud/50612bab4e50d820_0000000000001e49_ps.txt @@ -4,39 +4,14 @@ #ifdef VULKAN #else #endif -#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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 50612bab4e50d820 // Used for: Removing the item icon from the HUD -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[5]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[5]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2; +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(binding = 1) uniform sampler2D textureUnitPS1; +layout(binding = 2) uniform sampler2D textureUnitPS2; layout(location = 0) in vec4 passParameterSem2; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem0; diff --git a/Mods/MarioKart8_NoHud/96440241cc1bf8a4_000000000000007d_ps.txt b/Mods/MarioKart8_NoHud/96440241cc1bf8a4_000000000000007d_ps.txt index 8b9f8b5b..8472719b 100644 --- a/Mods/MarioKart8_NoHud/96440241cc1bf8a4_000000000000007d_ps.txt +++ b/Mods/MarioKart8_NoHud/96440241cc1bf8a4_000000000000007d_ps.txt @@ -4,37 +4,12 @@ #ifdef VULKAN #else #endif -#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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 96440241cc1bf8a4 // Used for: Removing the lap text from the HUD -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[4]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[4]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0; +layout(binding = 0) uniform sampler2DArray textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; diff --git a/Mods/MarioKart8_NoHud/a6981858d5437cf7_00000000000003c9_ps.txt b/Mods/MarioKart8_NoHud/a6981858d5437cf7_00000000000003c9_ps.txt index c188e576..59bfd4dd 100644 --- a/Mods/MarioKart8_NoHud/a6981858d5437cf7_00000000000003c9_ps.txt +++ b/Mods/MarioKart8_NoHud/a6981858d5437cf7_00000000000003c9_ps.txt @@ -4,38 +4,13 @@ #ifdef VULKAN #else #endif -#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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader a6981858d5437cf7 // Used for: Removing dotted background behind coin in the HUD -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[3]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(binding = 1) uniform sampler2D textureUnitPS1; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; diff --git a/Mods/MarioKart8_NoHud/rules.txt b/Mods/MarioKart8_NoHud/rules.txt index 5259fc15..0d641e5a 100644 --- a/Mods/MarioKart8_NoHud/rules.txt +++ b/Mods/MarioKart8_NoHud/rules.txt @@ -3,4 +3,4 @@ titleIds = 000500001010ec00,000500001010ed00,000500001010eb00 name = Removes all the HUD elements path = "Mario Kart 8/Mods/No HUD" description = Disables any HUD while racing. Breaks many of the menu's so don't use this if you just want to play the game. -version = 4 \ No newline at end of file +version = 3 \ No newline at end of file diff --git a/Resolutions/Bayonetta2_Resolution/00fed4f92a49e851_0000000000000079_ps.txt b/Resolutions/Bayonetta2_Resolution/00fed4f92a49e851_0000000000000079_ps.txt index 31d465cb..c0354185 100644 --- a/Resolutions/Bayonetta2_Resolution/00fed4f92a49e851_0000000000000079_ps.txt +++ b/Resolutions/Bayonetta2_Resolution/00fed4f92a49e851_0000000000000079_ps.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 00fed4f92a49e851 //cut scen blur pass 2 a const float resScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x462bd800 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x462bd800 res 320x180x1 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 layout(location = 0) in vec4 passParameterSem133; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/Bayonetta2_Resolution/284b1bf9010d4e57_0000000000000079_ps.txt b/Resolutions/Bayonetta2_Resolution/284b1bf9010d4e57_0000000000000079_ps.txt index ea26edf5..d68f25d7 100644 --- a/Resolutions/Bayonetta2_Resolution/284b1bf9010d4e57_0000000000000079_ps.txt +++ b/Resolutions/Bayonetta2_Resolution/284b1bf9010d4e57_0000000000000079_ps.txt @@ -1,35 +1,11 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 284b1bf9010d4e57 -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf489f800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf489f800 res 1280x720x1 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 layout(location = 0) in vec4 passParameterSem133; layout(location = 0) out vec4 passPixelColor0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif float scaleFactor = uf_fragCoordScale.x; int clampFI32(int v) { diff --git a/Resolutions/Bayonetta2_Resolution/43a2239f07af804e_0000000000000079_ps.txt b/Resolutions/Bayonetta2_Resolution/43a2239f07af804e_0000000000000079_ps.txt index d6459f36..3d5938b5 100644 --- a/Resolutions/Bayonetta2_Resolution/43a2239f07af804e_0000000000000079_ps.txt +++ b/Resolutions/Bayonetta2_Resolution/43a2239f07af804e_0000000000000079_ps.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 43a2239f07af804e //horizontal blur const float resScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf53f9800 res 320x176x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf53f9800 res 320x176x1 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 layout(location = 0) in vec4 passParameterSem133; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/Bayonetta2_Resolution/73ac09c3fff4b657_0000000000000079_ps.txt b/Resolutions/Bayonetta2_Resolution/73ac09c3fff4b657_0000000000000079_ps.txt index 18d47afd..e72d9a7f 100644 --- a/Resolutions/Bayonetta2_Resolution/73ac09c3fff4b657_0000000000000079_ps.txt +++ b/Resolutions/Bayonetta2_Resolution/73ac09c3fff4b657_0000000000000079_ps.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 73ac09c3fff4b657 //cut scene vert blur //redundant? const float resScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x462fa000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x462fa000 res 320x180x1 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 layout(location = 0) in vec4 passParameterSem133; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/Bayonetta2_Resolution/75387173950c1793_0000000000000079_ps.txt b/Resolutions/Bayonetta2_Resolution/75387173950c1793_0000000000000079_ps.txt index 3901f2a0..37cd5ec3 100644 --- a/Resolutions/Bayonetta2_Resolution/75387173950c1793_0000000000000079_ps.txt +++ b/Resolutions/Bayonetta2_Resolution/75387173950c1793_0000000000000079_ps.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 75387173950c1793 //vert blur const float resScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf536f000 res 320x176x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf536f000 res 320x176x1 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 layout(location = 0) in vec4 passParameterSem133; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/Bayonetta2_Resolution/78a2659662685d55_0000000000000079_ps.txt b/Resolutions/Bayonetta2_Resolution/78a2659662685d55_0000000000000079_ps.txt index 5e01f465..f667ea99 100644 --- a/Resolutions/Bayonetta2_Resolution/78a2659662685d55_0000000000000079_ps.txt +++ b/Resolutions/Bayonetta2_Resolution/78a2659662685d55_0000000000000079_ps.txt @@ -1,36 +1,12 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 78a2659662685d55 //specular highlight -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4c24000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4c24000 res 1280x720x1 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 layout(location = 0) in vec4 passParameterSem133; layout(location = 0) out vec4 passPixelColor0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif float scaleFactor = uf_fragCoordScale.x; int clampFI32(int v) { diff --git a/Resolutions/Bayonetta2_Resolution/8a0efcdc3f556942_0000000000000079_ps.txt b/Resolutions/Bayonetta2_Resolution/8a0efcdc3f556942_0000000000000079_ps.txt index 17822bbe..85fda717 100644 --- a/Resolutions/Bayonetta2_Resolution/8a0efcdc3f556942_0000000000000079_ps.txt +++ b/Resolutions/Bayonetta2_Resolution/8a0efcdc3f556942_0000000000000079_ps.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 8a0efcdc3f556942 //halfres, pyarmid start const float resScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf451b000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf451b000 res 1280x720x1 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 layout(location = 0) in vec4 passParameterSem133; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/Bayonetta2_Resolution/e5870717602e2f55_0000000000000000_vs.txt b/Resolutions/Bayonetta2_Resolution/e5870717602e2f55_0000000000000000_vs.txt index 00122942..542b6060 100644 --- a/Resolutions/Bayonetta2_Resolution/e5870717602e2f55_0000000000000000_vs.txt +++ b/Resolutions/Bayonetta2_Resolution/e5870717602e2f55_0000000000000000_vs.txt @@ -2,38 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader e5870717602e2f55 //layer blur const float resScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[8]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[8]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem16; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem5; +layout(location = 2) in uvec4 attrDataSem16; out gl_PerVertex { vec4 gl_Position; @@ -177,7 +152,7 @@ PS1f = R3f.z; R2f.z = mul_nonIEEE(R1f.z, intBitsToFloat(uf_remappedVS[7].z)); R2f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[7].w)); // export -SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); +gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export // skipped export to semanticId 255 // export diff --git a/Resolutions/Bayonetta2_Resolution/rules.txt b/Resolutions/Bayonetta2_Resolution/rules.txt index ffa5baec..1d6ebe31 100644 --- a/Resolutions/Bayonetta2_Resolution/rules.txt +++ b/Resolutions/Bayonetta2_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010172600,0005000010172700,000500001011B900 name = Resolution path = "Bayonetta 2/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/Bayonetta_Resolution/117889891fd19c30_000000000000001e_ps.txt b/Resolutions/Bayonetta_Resolution/117889891fd19c30_000000000000001e_ps.txt index 0cd0e917..b7d0d514 100644 --- a/Resolutions/Bayonetta_Resolution/117889891fd19c30_000000000000001e_ps.txt +++ b/Resolutions/Bayonetta_Resolution/117889891fd19c30_000000000000001e_ps.txt @@ -1,42 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 117889891fd19c30 //menu const float resScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem129; layout(location = 1) in vec4 passParameterSem128; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/Bayonetta_Resolution/212e4514290f2693_0000000000000079_ps.txt b/Resolutions/Bayonetta_Resolution/212e4514290f2693_0000000000000079_ps.txt index aeba278e..4dd6ffe2 100644 --- a/Resolutions/Bayonetta_Resolution/212e4514290f2693_0000000000000079_ps.txt +++ b/Resolutions/Bayonetta_Resolution/212e4514290f2693_0000000000000079_ps.txt @@ -1,38 +1,13 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 212e4514290f2693 const float resScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e48800 res 320x176x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e48800 res 320x176x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem128; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/Bayonetta_Resolution/51f398ee2e3e18a6_0000000000000079_ps.txt b/Resolutions/Bayonetta_Resolution/51f398ee2e3e18a6_0000000000000079_ps.txt index 633378d0..b1229af0 100644 --- a/Resolutions/Bayonetta_Resolution/51f398ee2e3e18a6_0000000000000079_ps.txt +++ b/Resolutions/Bayonetta_Resolution/51f398ee2e3e18a6_0000000000000079_ps.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 51f398ee2e3e18a6 //blur vert const float resScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e11800 res 320x176x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e11800 res 320x176x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem128; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/Bayonetta_Resolution/6e828da50daedc79_00000000000003c9_ps.txt b/Resolutions/Bayonetta_Resolution/6e828da50daedc79_00000000000003c9_ps.txt index 03815507..c761caec 100644 --- a/Resolutions/Bayonetta_Resolution/6e828da50daedc79_00000000000003c9_ps.txt +++ b/Resolutions/Bayonetta_Resolution/6e828da50daedc79_00000000000003c9_ps.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 6e828da50daedc79 // cut scene blur const float resScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5195800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4709800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 0 0 0 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5195800 res 1280x720x1 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 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4709800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 0 0 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem128; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/Bayonetta_Resolution/9d1d7119cc2a1bc5_00000000000003c9_ps.txt b/Resolutions/Bayonetta_Resolution/9d1d7119cc2a1bc5_00000000000003c9_ps.txt index e6e6bf95..87610210 100644 --- a/Resolutions/Bayonetta_Resolution/9d1d7119cc2a1bc5_00000000000003c9_ps.txt +++ b/Resolutions/Bayonetta_Resolution/9d1d7119cc2a1bc5_00000000000003c9_ps.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 9d1d7119cc2a1bc5 //film simulation blur const float resScale = ($height/$gameHeight) ; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5195800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4709800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 0 0 0 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5195800 res 1280x720x1 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 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4709800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 0 0 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem128; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/Bayonetta_Resolution/f015876e4c8e82f9_000000000000001e_ps.txt b/Resolutions/Bayonetta_Resolution/f015876e4c8e82f9_000000000000001e_ps.txt index f2fb7096..35e2cfb1 100644 --- a/Resolutions/Bayonetta_Resolution/f015876e4c8e82f9_000000000000001e_ps.txt +++ b/Resolutions/Bayonetta_Resolution/f015876e4c8e82f9_000000000000001e_ps.txt @@ -1,42 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader f015876e4c8e82f9 //menu 2d blur const float resScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem129; layout(location = 1) in vec4 passParameterSem128; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/Bayonetta_Resolution/rules.txt b/Resolutions/Bayonetta_Resolution/rules.txt index 0f2a21eb..0c760edb 100644 --- a/Resolutions/Bayonetta_Resolution/rules.txt +++ b/Resolutions/Bayonetta_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 000500001014DB00,0005000010157E00,0005000010157F00 name = Resolution path = "Bayonetta/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/BreathOfTheWild_Resolution/01ba1a725afa0b96_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/01ba1a725afa0b96_0000000000000000_vs.txt index 95014d20..e7c548f5 100644 --- a/Resolutions/BreathOfTheWild_Resolution/01ba1a725afa0b96_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/01ba1a725afa0b96_0000000000000000_vs.txt @@ -9,44 +9,27 @@ #else #define SET_POSITION(_v) gl_Position = _v #endif -#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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - const float resScale = $height/720.0; // Night star (size) // shader 01ba1a725afa0b96 -UNIFORM_BUFFER_LAYOUT(1, 0, 0) +layout(binding = 1, std140) uniform uniformBlockVS1 { vec4 uf_blockVS1[1024]; }; -UNIFORM_BUFFER_LAYOUT(2, 0, 1) +layout(binding = 2, std140) uniform uniformBlockVS2 { vec4 uf_blockVS2[1024]; }; -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; diff --git a/Resolutions/BreathOfTheWild_Resolution/01bef64ec0cccd53_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/01bef64ec0cccd53_0000000000000000_vs.txt index 8e9b694f..d0af0228 100644 --- a/Resolutions/BreathOfTheWild_Resolution/01bef64ec0cccd53_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/01bef64ec0cccd53_0000000000000000_vs.txt @@ -1,41 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 01bef64ec0cccd53 // Used for: Fixing clouds in non-updated versions const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -TEXTURE_LAYOUT(32, 0, 0) uniform sampler2D textureUnitVS0; -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(binding = 32) uniform sampler2D textureUnitVS0; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -94,7 +69,7 @@ R0i.y = floatBitsToInt(intBitsToFloat(R0i.y) / 2.0); PS0i = R0i.y; R3i.xy = ivec4(textureSize(textureUnitVS0, 0),1,1).xy; // export -SET_POSITION(vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z))); +gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z)); // 0 PV0i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[0].w)/resYScale)); PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0); diff --git a/Resolutions/BreathOfTheWild_Resolution/0b9b8f5dfa16ad58_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/0b9b8f5dfa16ad58_0000000000000000_vs.txt index d4f0e93c..302b1d4b 100644 --- a/Resolutions/BreathOfTheWild_Resolution/0b9b8f5dfa16ad58_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/0b9b8f5dfa16ad58_0000000000000000_vs.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 0b9b8f5dfa16ad58 // Used For: Horizontal Menu Blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -129,7 +104,7 @@ R1f.y = PV1f.z + -(R126f.x); R1f.z = PV1f.z + R126f.x; R1f.w = PV1f.z; // export -SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); +gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); } diff --git a/Resolutions/BreathOfTheWild_Resolution/0bcd653c18367d59_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/0bcd653c18367d59_0000000000000000_vs.txt index 9adb3ad9..5b7f96b2 100644 --- a/Resolutions/BreathOfTheWild_Resolution/0bcd653c18367d59_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/0bcd653c18367d59_0000000000000000_vs.txt @@ -1,41 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 0bcd653c18367d59 // Used for: Restoring the native BotW Anti-Aliasing implementation const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -TEXTURE_LAYOUT(32, 0, 0) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -150,7 +125,7 @@ PS0i = R6i.y; R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).x); R1i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz); // export -SET_POSITION(vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w))); +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // export // skipped export to semanticId 255 // 0 diff --git a/Resolutions/BreathOfTheWild_Resolution/0d6127fbed646d2b_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/0d6127fbed646d2b_0000000000000000_vs.txt index fc83893b..392f74c9 100644 --- a/Resolutions/BreathOfTheWild_Resolution/0d6127fbed646d2b_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/0d6127fbed646d2b_0000000000000000_vs.txt @@ -1,41 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 0d6127fbed646d2b // Used for: Fixing Ambient-Occlusion const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -TEXTURE_LAYOUT(32, 0, 0) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -132,7 +107,7 @@ PS1i = R4i.x; R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x); R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); // export -SET_POSITION(vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w))); +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // export // skipped export to semanticId 255 // 0 diff --git a/Resolutions/BreathOfTheWild_Resolution/0f2b9ee517917425_00000000000003c9_ps.txt b/Resolutions/BreathOfTheWild_Resolution/0f2b9ee517917425_00000000000003c9_ps.txt index 9302bb8a..4ae1abed 100644 --- a/Resolutions/BreathOfTheWild_Resolution/0f2b9ee517917425_00000000000003c9_ps.txt +++ b/Resolutions/BreathOfTheWild_Resolution/0f2b9ee517917425_00000000000003c9_ps.txt @@ -1,42 +1,17 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 0f2b9ee517917425 - dumped cemu 1.15 // Used for: Restoring the native BotW Anti-Aliasing implementation in inventory screen const float resX = float($width)/float($gameWidth); const float resY = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x37b40000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x37b40000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { diff --git a/Resolutions/BreathOfTheWild_Resolution/141f484aff9b9f5a_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/141f484aff9b9f5a_0000000000000000_vs.txt index a51ead52..ae6e661d 100644 --- a/Resolutions/BreathOfTheWild_Resolution/141f484aff9b9f5a_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/141f484aff9b9f5a_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 141f484aff9b9f5a // Used for: Anti-Aliasing Color Mix const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[3]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[3]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -96,7 +71,7 @@ PV1f.y = R123f.y; R2f.z = PV1f.y; R2f.w = PV1f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); } diff --git a/Resolutions/BreathOfTheWild_Resolution/15afdae4307b9a3d_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/15afdae4307b9a3d_0000000000000000_vs.txt index df5706db..eaf5831c 100644 --- a/Resolutions/BreathOfTheWild_Resolution/15afdae4307b9a3d_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/15afdae4307b9a3d_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 15afdae4307b9a3d // Used for: Vertical Ambient-Occlusion Blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -95,7 +70,7 @@ R2f.w = R2f.y; R2f.y = backupReg0f + -(intBitsToFloat(uf_remappedVS[0].y))/resYScale; PS1f = R2f.y; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Resolutions/BreathOfTheWild_Resolution/1a14de8e58d5b30a_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/1a14de8e58d5b30a_0000000000000000_vs.txt index 91762d18..afc40515 100644 --- a/Resolutions/BreathOfTheWild_Resolution/1a14de8e58d5b30a_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/1a14de8e58d5b30a_0000000000000000_vs.txt @@ -1,41 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 1a14de8e58d5b30a // Used for: Restoring the native BotW Anti-Aliasing implementation const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -TEXTURE_LAYOUT(32, 0, 0) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -136,7 +111,7 @@ R3i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).xyz); R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz); R4i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xz)).y); // export -SET_POSITION(vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w))); +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // 0 R127i.x = uf_remappedVS[1].z; R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); diff --git a/Resolutions/BreathOfTheWild_Resolution/381d034349896360_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/381d034349896360_0000000000000000_vs.txt index 8f8ba49b..43e0a54e 100644 --- a/Resolutions/BreathOfTheWild_Resolution/381d034349896360_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/381d034349896360_0000000000000000_vs.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 381d034349896360 // Used for: Horizontal Volumetric Light Blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -126,7 +101,7 @@ R1f.y = (-(intBitsToFloat(uf_remappedVS[4].z)) * 0.5 / resXScale + PV1f.y); R1f.z = (intBitsToFloat(uf_remappedVS[4].z) * 0.5 / resXScale + PV1f.y); R1f.w = PV1f.y; // export -SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); +gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); } diff --git a/Resolutions/BreathOfTheWild_Resolution/44b73ce02e05c2e6_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/44b73ce02e05c2e6_0000000000000000_vs.txt index ae78ddb9..a16ffc1d 100644 --- a/Resolutions/BreathOfTheWild_Resolution/44b73ce02e05c2e6_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/44b73ce02e05c2e6_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 44b73ce02e05c2e6 // Used for: Vertical Self-Shadowing Mask Fix Blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -113,7 +88,7 @@ backupReg0f = R2f.y; R2f.y = backupReg0f + -(R126f.x); R2f.w = backupReg0f; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/BreathOfTheWild_Resolution/4721609a424e9a1f_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/4721609a424e9a1f_0000000000000000_vs.txt index 66e758d7..4c82712d 100644 --- a/Resolutions/BreathOfTheWild_Resolution/4721609a424e9a1f_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/4721609a424e9a1f_0000000000000000_vs.txt @@ -1,41 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 4721609a424e9a1f // Used for: Restoring the native BotW Anti-Aliasing implementation const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -TEXTURE_LAYOUT(32, 0, 0) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -147,7 +122,7 @@ PS0i = R3i.y; R2i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).x); R2i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz); // export -SET_POSITION(vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w))); +gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); // export // skipped export to semanticId 255 // 0 diff --git a/Resolutions/BreathOfTheWild_Resolution/5c1761d13feccdff_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/5c1761d13feccdff_0000000000000000_vs.txt index 61cd3df9..56f4eda7 100644 --- a/Resolutions/BreathOfTheWild_Resolution/5c1761d13feccdff_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/5c1761d13feccdff_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 5c1761d13feccdff // Used for: Vertical+Horizontal Fullscreen Blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -97,7 +72,7 @@ PS1f = R2f.x; // 2 R2f.w = PV1f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); } diff --git a/Resolutions/BreathOfTheWild_Resolution/5c975b0e3dac0562_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/5c975b0e3dac0562_0000000000000000_vs.txt index 8a827074..9a52f838 100644 --- a/Resolutions/BreathOfTheWild_Resolution/5c975b0e3dac0562_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/5c975b0e3dac0562_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 5c975b0e3dac0562 // Used for: Horizontal Bloom Blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -103,7 +78,7 @@ R2f.y = backupReg0f + -(PV1f.x); R2f.z = backupReg0f + PV1f.x; R2f.w = backupReg0f; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Resolutions/BreathOfTheWild_Resolution/75a85b0cbcab764b_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/75a85b0cbcab764b_0000000000000000_vs.txt index 72e8e4a3..72cab487 100644 --- a/Resolutions/BreathOfTheWild_Resolution/75a85b0cbcab764b_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/75a85b0cbcab764b_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 75a85b0cbcab764b // Used for: Horizontal Reflection Blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -103,7 +78,7 @@ R2f.y = backupReg0f + -(PV1f.x); R2f.z = backupReg0f + PV1f.x; R2f.w = backupReg0f; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Resolutions/BreathOfTheWild_Resolution/771e24915acbb074_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/771e24915acbb074_0000000000000000_vs.txt index 3d0a283d..c87033dd 100644 --- a/Resolutions/BreathOfTheWild_Resolution/771e24915acbb074_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/771e24915acbb074_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 771e24915acbb074 // Used for: Vertical Reflection Blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -109,7 +84,7 @@ backupReg0f = R2f.y; R2f.y = backupReg0f + -(R127f.x); R2f.w = backupReg0f; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/BreathOfTheWild_Resolution/81eb264a750163d9_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/81eb264a750163d9_0000000000000000_vs.txt index 63b02f12..317a51ca 100644 --- a/Resolutions/BreathOfTheWild_Resolution/81eb264a750163d9_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/81eb264a750163d9_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 81eb264a750163d9 // Used for: Vertical Volumetric Light Blur // volumetric light blur v const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -126,7 +101,7 @@ R1f.y = (-(intBitsToFloat(uf_remappedVS[4].w)) * 0.5 / resYScale + PV1f.x); R1f.z = (intBitsToFloat(uf_remappedVS[4].w) * 0.5 / resYScale + PV1f.x); R1f.w = PV1f.x; // export -SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); +gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); } diff --git a/Resolutions/BreathOfTheWild_Resolution/8cab2ed476b991ea_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/8cab2ed476b991ea_0000000000000000_vs.txt index 464a4b0e..847f6371 100644 --- a/Resolutions/BreathOfTheWild_Resolution/8cab2ed476b991ea_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/8cab2ed476b991ea_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 8cab2ed476b991ea // Used for: Restoring the native BotW Anti-Aliasing implementation const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -101,7 +76,7 @@ R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5); R2f.z = PV1f.y; R2f.w = PV1f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.z)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z); // export passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Resolutions/BreathOfTheWild_Resolution/93f16bf1d083933b_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/93f16bf1d083933b_0000000000000000_vs.txt index 4bdd65b0..953240c2 100644 --- a/Resolutions/BreathOfTheWild_Resolution/93f16bf1d083933b_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/93f16bf1d083933b_0000000000000000_vs.txt @@ -1,41 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 93f16bf1d083933b // Used for: Horizontal Self-Shadowing Mask Fix Blur // Self shadowing mask fix - h blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -110,7 +85,7 @@ PS0f = R0f.y; // 3 R0f.z = R2f.x + R127f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/BreathOfTheWild_Resolution/a1cb9f79d093badb_0000f0f0ff34db6d_ps.txt b/Resolutions/BreathOfTheWild_Resolution/a1cb9f79d093badb_0000f0f0ff34db6d_ps.txt index 98cdafab..7cbfac26 100644 --- a/Resolutions/BreathOfTheWild_Resolution/a1cb9f79d093badb_0000f0f0ff34db6d_ps.txt +++ b/Resolutions/BreathOfTheWild_Resolution/a1cb9f79d093badb_0000f0f0ff34db6d_ps.txt @@ -1,45 +1,19 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader a1cb9f79d093badb // Used for: Restoring the native BotW Anti-Aliasing implementation from water edges const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 8) uniform ufBlock -{ uniform ivec4 uf_remappedPS[20]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[20]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2DArray textureUnitPS2;// Tex2 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(7, 1, 3) uniform sampler2DArray textureUnitPS7;// Tex7 addr 0x313ec000 res 512x512x8 dim 5 tm: 4 format 0035 compSel: 0 1 5 5 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(8, 1, 4) uniform sampler2DArray textureUnitPS8;// Tex8 addr 0x313ec000 res 512x512x8 dim 5 tm: 4 format 0035 compSel: 0 1 5 5 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(9, 1, 5) uniform sampler2DArray textureUnitPS9;// Tex9 addr 0x31391000 res 512x512x8 dim 5 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(10, 1, 6) uniform sampler2DArray textureUnitPS10;// Tex10 addr 0x313ec000 res 512x512x8 dim 5 tm: 4 format 0035 compSel: 0 1 5 5 mipView: 0x0 (num 0xa -TEXTURE_LAYOUT(11, 1, 7) uniform sampler2DArray textureUnitPS11;// Tex11 addr 0x313ec000 res 512x512x8 dim 5 tm: 4 format 0035 compSel: 0 1 5 5 mipView: 0x0 (num 0xa +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2DArray textureUnitPS2;// Tex2 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 7) uniform sampler2DArray textureUnitPS7;// Tex7 addr 0x313ec000 res 512x512x8 dim 5 tm: 4 format 0035 compSel: 0 1 5 5 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x8) Sampler7 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 8) uniform sampler2DArray textureUnitPS8;// Tex8 addr 0x313ec000 res 512x512x8 dim 5 tm: 4 format 0035 compSel: 0 1 5 5 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x8) Sampler8 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 9) uniform sampler2DArray textureUnitPS9;// Tex9 addr 0x31391000 res 512x512x8 dim 5 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x8) Sampler9 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 10) uniform sampler2DArray textureUnitPS10;// Tex10 addr 0x313ec000 res 512x512x8 dim 5 tm: 4 format 0035 compSel: 0 1 5 5 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x8) Sampler10 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 11) uniform sampler2DArray textureUnitPS11;// Tex11 addr 0x313ec000 res 512x512x8 dim 5 tm: 4 format 0035 compSel: 0 1 5 5 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x8) Sampler11 ClampX/Y/Z: 0 0 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; @@ -55,6 +29,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 3) out vec4 passPixelColor3; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/BreathOfTheWild_Resolution/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Resolutions/BreathOfTheWild_Resolution/a5b3a5e5ab2938bc_0000000000001e49_ps.txt index 50c81fc2..2373b508 100644 --- a/Resolutions/BreathOfTheWild_Resolution/a5b3a5e5ab2938bc_0000000000001e49_ps.txt +++ b/Resolutions/BreathOfTheWild_Resolution/a5b3a5e5ab2938bc_0000000000001e49_ps.txt @@ -1,43 +1,18 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader a5b3a5e5ab2938bc // Used for: Restoring the native BotW Anti-Aliasing implementation const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/BreathOfTheWild_Resolution/b4a729584b6188ea_0000000000001e49_ps.txt b/Resolutions/BreathOfTheWild_Resolution/b4a729584b6188ea_0000000000001e49_ps.txt index d056902b..c5eb3e3d 100644 --- a/Resolutions/BreathOfTheWild_Resolution/b4a729584b6188ea_0000000000001e49_ps.txt +++ b/Resolutions/BreathOfTheWild_Resolution/b4a729584b6188ea_0000000000001e49_ps.txt @@ -1,42 +1,17 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader b4a729584b6188ea // Used for: Restoring the native BotW Anti-Aliasing implementation for distant trees const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/BreathOfTheWild_Resolution/bb50d2ee4fa87bc2_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/bb50d2ee4fa87bc2_0000000000000000_vs.txt index aec87102..2ab76e47 100644 --- a/Resolutions/BreathOfTheWild_Resolution/bb50d2ee4fa87bc2_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/bb50d2ee4fa87bc2_0000000000000000_vs.txt @@ -1,41 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader bb50d2ee4fa87bc2 // Used for: Horizontal+Vertical Combat Targeting Blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -TEXTURE_LAYOUT(32, 0, 0) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -133,7 +108,7 @@ PS1i = R4i.x; R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x); R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); // export -SET_POSITION(vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w))); +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // export passParameterSem2 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // 0 diff --git a/Resolutions/BreathOfTheWild_Resolution/c92c1c4c0a2fb839_0000000000001e49_ps.txt b/Resolutions/BreathOfTheWild_Resolution/c92c1c4c0a2fb839_0000000000001e49_ps.txt index d7a52fc6..5c769204 100644 --- a/Resolutions/BreathOfTheWild_Resolution/c92c1c4c0a2fb839_0000000000001e49_ps.txt +++ b/Resolutions/BreathOfTheWild_Resolution/c92c1c4c0a2fb839_0000000000001e49_ps.txt @@ -1,42 +1,17 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader c92c1c4c0a2fb839 // Used for: Camera Depth of Field Blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[5]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[5]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4813000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x4 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4813000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/BreathOfTheWild_Resolution/c9f2fd37115b0ee1_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/c9f2fd37115b0ee1_0000000000000000_vs.txt index 10ceddf8..06d804f6 100644 --- a/Resolutions/BreathOfTheWild_Resolution/c9f2fd37115b0ee1_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/c9f2fd37115b0ee1_0000000000000000_vs.txt @@ -1,41 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader c9f2fd37115b0ee1 // Used for: Horizontal+Vertical Combat Targeting Blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -TEXTURE_LAYOUT(32, 0, 0) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -132,7 +107,7 @@ R5i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).xyz); R4i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.zw)).y); // export -SET_POSITION(vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w))); +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // 0 R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); diff --git a/Resolutions/BreathOfTheWild_Resolution/cb0e6e8cbec4502a_0000000000000079_ps.txt b/Resolutions/BreathOfTheWild_Resolution/cb0e6e8cbec4502a_0000000000000079_ps.txt index 28fbbda4..7427e50e 100644 --- a/Resolutions/BreathOfTheWild_Resolution/cb0e6e8cbec4502a_0000000000000079_ps.txt +++ b/Resolutions/BreathOfTheWild_Resolution/cb0e6e8cbec4502a_0000000000000079_ps.txt @@ -1,38 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader cb0e6e8cbec4502a // Used for: 1 pass Battle, Camera and Scope Depth of Field Blur -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem3; layout(location = 0) out vec4 passPixelColor0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif int radius = int( roundEven(2.0/uf_fragCoordScale.y) ); vec2 resolution = vec2( textureSize(textureUnitPS0,0) ); diff --git a/Resolutions/BreathOfTheWild_Resolution/d1cf6920c3d5b194_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/d1cf6920c3d5b194_0000000000000000_vs.txt index 36f515c5..6c96a65b 100644 --- a/Resolutions/BreathOfTheWild_Resolution/d1cf6920c3d5b194_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/d1cf6920c3d5b194_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader d1cf6920c3d5b194 // Used for: Restoring the native BotW Anti-Aliasing implementation for distant trees const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -92,7 +67,7 @@ PS0f = R122f.x; R2f.z = PV0f.w; R2f.w = PS0f; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.z)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z); // export passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); } diff --git a/Resolutions/BreathOfTheWild_Resolution/e06e20b2efe87a84_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/e06e20b2efe87a84_0000000000000000_vs.txt index cc481b4a..cc68869e 100644 --- a/Resolutions/BreathOfTheWild_Resolution/e06e20b2efe87a84_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/e06e20b2efe87a84_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader e06e20b2efe87a84 // Used for: Horizontal Ambient-Occlusion Blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -98,7 +73,7 @@ R2f.w = backupReg0f; R2f.y = backupReg0f + -(intBitsToFloat(uf_remappedVS[0].x))/resXScale; PS1f = R2f.y; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Resolutions/BreathOfTheWild_Resolution/ea9a49a6185cf1e5_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/ea9a49a6185cf1e5_0000000000000000_vs.txt index c16daca8..156bdeb8 100644 --- a/Resolutions/BreathOfTheWild_Resolution/ea9a49a6185cf1e5_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/ea9a49a6185cf1e5_0000000000000000_vs.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader ea9a49a6185cf1e5 // Used for: Fix Reflection const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[2]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[2]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -119,7 +94,7 @@ PS0f = R3f.x; // 5 R3f.y = (mul_nonIEEE(R126f.x,-(intBitsToFloat(uf_remappedVS[1].y))) + -(intBitsToFloat(uf_remappedVS[1].w))); // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z); // export diff --git a/Resolutions/BreathOfTheWild_Resolution/f14bb57cd5c9cb77_00000000000003c9_ps.txt b/Resolutions/BreathOfTheWild_Resolution/f14bb57cd5c9cb77_00000000000003c9_ps.txt index 05a28d4b..fbe56b7e 100644 --- a/Resolutions/BreathOfTheWild_Resolution/f14bb57cd5c9cb77_00000000000003c9_ps.txt +++ b/Resolutions/BreathOfTheWild_Resolution/f14bb57cd5c9cb77_00000000000003c9_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader f14bb57cd5c9cb77 - dumped 1.15 // Used for: Removing/Restoring the native BotW World Anti-Aliasing implementation @@ -25,20 +8,12 @@ const float resX = float($width)/float($gameWidth); const float resY = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[4]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[4]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf462d000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x37f40000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf462d000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x37f40000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { diff --git a/Resolutions/BreathOfTheWild_Resolution/f69e84515ae56e70_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/f69e84515ae56e70_0000000000000000_vs.txt index 889aebdf..0af453c2 100644 --- a/Resolutions/BreathOfTheWild_Resolution/f69e84515ae56e70_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/f69e84515ae56e70_0000000000000000_vs.txt @@ -1,41 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader f69e84515ae56e70 // Used for: Vertical Bloom Blur // bloom blur v const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -110,7 +85,7 @@ backupReg0f = R2f.y; R2f.y = backupReg0f + -(R127f.x); R2f.w = backupReg0f; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/BreathOfTheWild_Resolution/fc3e63a2007625f8_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/fc3e63a2007625f8_0000000000000000_vs.txt index 6d12debb..7206111c 100644 --- a/Resolutions/BreathOfTheWild_Resolution/fc3e63a2007625f8_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/fc3e63a2007625f8_0000000000000000_vs.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader fc3e63a2007625f8 // Used For: Vertical Menu Blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -126,7 +101,7 @@ R1f.y = PV1f.y + -(R126f.x); R1f.z = PV1f.y + R126f.x; R1f.w = PV1f.y; // export -SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); +gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); } \ No newline at end of file diff --git a/Resolutions/BreathOfTheWild_Resolution/rules.txt b/Resolutions/BreathOfTheWild_Resolution/rules.txt index e3d5e6f2..40774084 100644 --- a/Resolutions/BreathOfTheWild_Resolution/rules.txt +++ b/Resolutions/BreathOfTheWild_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = Resolution path = "The Legend of Zelda: Breath of the Wild/Graphics/Resolution" description = Changes the games resolution. You cannot change resolutions on the fly. -version = 4 +version = 3 [Preset] name = 1280x720 (16:9) (Default) diff --git a/Resolutions/CaptainToad_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt b/Resolutions/CaptainToad_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt index 74ddc11f..af78a53a 100644 --- a/Resolutions/CaptainToad_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt +++ b/Resolutions/CaptainToad_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 37a4ec1a7dbc7391 //AA fix const float resXScale = ($width/$gameWidth); const float resYScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[4]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[4]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5800800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x159db800 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5800800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x159db800 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/CaptainToad_Resolution/5c1761d13feccdff_0000000000000000_vs.txt b/Resolutions/CaptainToad_Resolution/5c1761d13feccdff_0000000000000000_vs.txt index 3992a1ac..8afc3052 100644 --- a/Resolutions/CaptainToad_Resolution/5c1761d13feccdff_0000000000000000_vs.txt +++ b/Resolutions/CaptainToad_Resolution/5c1761d13feccdff_0000000000000000_vs.txt @@ -2,40 +2,15 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 5c1761d13feccdff //Bloom fix heat haze const float resXScale = (float($width)/float($gameWidth)); const float resYScale = (float($height)/float($gameHeight)); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -98,7 +73,7 @@ PS1f = R2f.x; // 2 R2f.w = PV1f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); } diff --git a/Resolutions/CaptainToad_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt b/Resolutions/CaptainToad_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt index fda1fe38..569467aa 100644 --- a/Resolutions/CaptainToad_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt +++ b/Resolutions/CaptainToad_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 6f5412f28bd716e8 // Used for: Horizontal blur const float resXScale = (float($width)/float($gameWidth)); const float resYScale = (float($height)/float($gameHeight)); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -117,7 +92,7 @@ PS1f = R2f.z; // 4 R4f.xzw = vec3(R2f.x,PS1f,R2f.y); // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/CaptainToad_Resolution/83f42767ee584d5a_000000000007fffd_ps.txt b/Resolutions/CaptainToad_Resolution/83f42767ee584d5a_000000000007fffd_ps.txt index fd249434..2e1f446d 100644 --- a/Resolutions/CaptainToad_Resolution/83f42767ee584d5a_000000000007fffd_ps.txt +++ b/Resolutions/CaptainToad_Resolution/83f42767ee584d5a_000000000007fffd_ps.txt @@ -1,43 +1,18 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 83f42767ee584d5a // Used for: Third glitter bloom pass const float resXScale = ($width/$gameWidth); const float resYScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[5]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[5]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2DArray textureUnitPS1;// Tex1 addr 0xf4fb1000 res 320x180x6 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 1) uniform sampler2DArray textureUnitPS1;// Tex1 addr 0xf4fb1000 res 320x180x6 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 2) out vec4 passPixelColor2; layout(location = 3) out vec4 passPixelColor3; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/CaptainToad_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt b/Resolutions/CaptainToad_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt index fe8215ad..c4e7c1c2 100644 --- a/Resolutions/CaptainToad_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt +++ b/Resolutions/CaptainToad_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader a0bda935c83e6f2a // Used for: Vertical blur const float resXScale = (float($width)/float($gameWidth)); const float resYScale = (float($height)/float($gameHeight)); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -115,7 +90,7 @@ R2f.y = backupReg0f + -(R126f.y); R2f.z = backupReg0f + R126f.y; R2f.w = backupReg0f; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/CaptainToad_Resolution/cc5b29e8cb801fb8_000000000007fff9_ps.txt b/Resolutions/CaptainToad_Resolution/cc5b29e8cb801fb8_000000000007fff9_ps.txt index 2491d8c5..6cdaed49 100644 --- a/Resolutions/CaptainToad_Resolution/cc5b29e8cb801fb8_000000000007fff9_ps.txt +++ b/Resolutions/CaptainToad_Resolution/cc5b29e8cb801fb8_000000000007fff9_ps.txt @@ -1,43 +1,18 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader cc5b29e8cb801fb8 // Used for: First glitter bloom pass const float resXScale = ($width/$gameWidth); const float resYScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[5]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[5]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e0c000 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e0c000 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 2) out vec4 passPixelColor2; layout(location = 3) out vec4 passPixelColor3; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/CaptainToad_Resolution/d6228044a83341ca_000000000007fffd_ps.txt b/Resolutions/CaptainToad_Resolution/d6228044a83341ca_000000000007fffd_ps.txt index d7fc2313..6c0bcf41 100644 --- a/Resolutions/CaptainToad_Resolution/d6228044a83341ca_000000000007fffd_ps.txt +++ b/Resolutions/CaptainToad_Resolution/d6228044a83341ca_000000000007fffd_ps.txt @@ -1,43 +1,18 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader d6228044a83341ca // Used for: Second glitter bloom pass const float resXScale = ($width/$gameWidth); const float resYScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[8]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[8]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2DArray textureUnitPS1;// Tex1 addr 0xf4e48800 res 320x180x6 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 1) uniform sampler2DArray textureUnitPS1;// Tex1 addr 0xf4e48800 res 320x180x6 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 2) out vec4 passPixelColor2; layout(location = 3) out vec4 passPixelColor3; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/CaptainToad_Resolution/rules.txt b/Resolutions/CaptainToad_Resolution/rules.txt index 5c6b7642..f348928a 100644 --- a/Resolutions/CaptainToad_Resolution/rules.txt +++ b/Resolutions/CaptainToad_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010180600,0005000010180700,0005000010180500 name = Resolution path = "Captain Toad: Treasure Tracker/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/DevilsThird_Resolution/161904c2816b059d_0000000000000000_vs.txt b/Resolutions/DevilsThird_Resolution/161904c2816b059d_0000000000000000_vs.txt index 08ba9209..433ee9b7 100644 --- a/Resolutions/DevilsThird_Resolution/161904c2816b059d_0000000000000000_vs.txt +++ b/Resolutions/DevilsThird_Resolution/161904c2816b059d_0000000000000000_vs.txt @@ -2,39 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 161904c2816b059d // Used for: Horizontal & Vertical Bloom Blur Pass float resScale = ($width/$gameWidth); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -102,7 +77,7 @@ backupReg0f = R1f.x; R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg1f) + vec3(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z)); R1f.w = backupReg0f + intBitsToFloat(uf_remappedVS[4].w)/resScale; // export -SET_POSITION(vec4(R2f.x, R2f.y, R2f.z, R2f.w)); +gl_Position = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export passParameterSem129 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/DevilsThird_Resolution/888e5d95da8037e2_0000000000000079_ps.txt b/Resolutions/DevilsThird_Resolution/888e5d95da8037e2_0000000000000079_ps.txt index b3f95da7..eb0ca08a 100644 --- a/Resolutions/DevilsThird_Resolution/888e5d95da8037e2_0000000000000079_ps.txt +++ b/Resolutions/DevilsThird_Resolution/888e5d95da8037e2_0000000000000079_ps.txt @@ -1,38 +1,13 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 888e5d95da8037e2 // Used for: Horizontal & Vertical Blur Pass float resScale = ($width/$gameWidth); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[1]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x15c36000 res 320x180x1 dim 1 tm: 4 format 0810 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x15c36000 res 320x180x1 dim 1 tm: 4 format 0810 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem129; layout(location = 0) out vec4 passPixelColor0; int clampFI32(int v) diff --git a/Resolutions/DevilsThird_Resolution/rules.txt b/Resolutions/DevilsThird_Resolution/rules.txt index 8d4497db..9822dd08 100644 --- a/Resolutions/DevilsThird_Resolution/rules.txt +++ b/Resolutions/DevilsThird_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010177600,0005000010177700,0005000010197d00 name = Resolution path = "Devil's Third/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/DrLuigi_Resolution/9e9abde99f9510dc_000000000000001c_ps.txt b/Resolutions/DrLuigi_Resolution/9e9abde99f9510dc_000000000000001c_ps.txt index 5eaa0ba2..4e301023 100644 --- a/Resolutions/DrLuigi_Resolution/9e9abde99f9510dc_000000000000001c_ps.txt +++ b/Resolutions/DrLuigi_Resolution/9e9abde99f9510dc_000000000000001c_ps.txt @@ -1,38 +1,13 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 9e9abde99f9510dc -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf489e000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf489e000 res 1280x720x1 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 0 border: 0 layout(location = 0) in vec4 passParameterSem129; layout(location = 1) in vec4 passParameterSem128; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/DrLuigi_Resolution/rules.txt b/Resolutions/DrLuigi_Resolution/rules.txt index f37c3bba..6392f375 100644 --- a/Resolutions/DrLuigi_Resolution/rules.txt +++ b/Resolutions/DrLuigi_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010150300,0005000010152A00,0005000010152B00 name = Resolution path = "Dr. Luigi/Graphics/Resolution" description = Changes the resolution of the game. Anti-aliasing is disabled by default. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/DucktalesRemastered_Resolution/294904d1771460cf_0000000000000079_ps.txt b/Resolutions/DucktalesRemastered_Resolution/294904d1771460cf_0000000000000079_ps.txt index 0ce1178f..fdd39c92 100644 --- a/Resolutions/DucktalesRemastered_Resolution/294904d1771460cf_0000000000000079_ps.txt +++ b/Resolutions/DucktalesRemastered_Resolution/294904d1771460cf_0000000000000079_ps.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 294904d1771460cf // Used for: Blur const float resScale = (float($width)/float($gameWidth)); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[1]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5b14800 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5b14800 res 480x270x1 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 layout(location = 0) in vec4 passParameterSem128; layout(location = 0) out vec4 passPixelColor0; int clampFI32(int v) diff --git a/Resolutions/DucktalesRemastered_Resolution/8fdd009324e987ee_0000000000000079_ps.txt b/Resolutions/DucktalesRemastered_Resolution/8fdd009324e987ee_0000000000000079_ps.txt index 916b26e0..82ef8663 100644 --- a/Resolutions/DucktalesRemastered_Resolution/8fdd009324e987ee_0000000000000079_ps.txt +++ b/Resolutions/DucktalesRemastered_Resolution/8fdd009324e987ee_0000000000000079_ps.txt @@ -1,38 +1,13 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 8fdd009324e987ee // Used for: Blur const float resScale = (float($width)/float($gameWidth)); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[1]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5b94000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5b94000 res 480x270x1 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 layout(location = 0) in vec4 passParameterSem128; layout(location = 0) out vec4 passPixelColor0; int clampFI32(int v) diff --git a/Resolutions/DucktalesRemastered_Resolution/rules.txt b/Resolutions/DucktalesRemastered_Resolution/rules.txt index 3376df0d..74c9d649 100644 --- a/Resolutions/DucktalesRemastered_Resolution/rules.txt +++ b/Resolutions/DucktalesRemastered_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010129000,0005000010129200 name = Resolution path = "DuckTales: Remastered/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1920x1080 (Default) diff --git a/Resolutions/FistOfTheNorthStar_Resolution/945d9672d0114248_0000000000000000_vs.txt b/Resolutions/FistOfTheNorthStar_Resolution/945d9672d0114248_0000000000000000_vs.txt index 3cb596d4..bd02b86b 100644 --- a/Resolutions/FistOfTheNorthStar_Resolution/945d9672d0114248_0000000000000000_vs.txt +++ b/Resolutions/FistOfTheNorthStar_Resolution/945d9672d0114248_0000000000000000_vs.txt @@ -2,38 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 945d9672d0114248 // Used for: Second horizontal and vertical bloom blur pass float resXScale = float($width)/float($gameWidth); float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_uniformRegisterVS[256]; -}; -#else -uniform ivec4 uf_uniformRegisterVS[256]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -304,7 +280,7 @@ Ri[3].xyz = ivec3(Ri[14].x,Ri[14].y,Ri[14].z); Ri[3].w = Ri[14].w; } // export -SET_POSITION(vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w))); +gl_Position = vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w)); // export passParameterSem129 = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w)); // export diff --git a/Resolutions/FistOfTheNorthStar_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt b/Resolutions/FistOfTheNorthStar_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt index db889269..75f33194 100644 --- a/Resolutions/FistOfTheNorthStar_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt +++ b/Resolutions/FistOfTheNorthStar_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt @@ -2,38 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader b3609db7d1363f6a // Used for: Horizontal and vertical blur float resXScale = float($width)/float($gameWidth); float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_uniformRegisterVS[256]; -}; -#else -uniform ivec4 uf_uniformRegisterVS[256]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -326,7 +302,7 @@ Ri[8].xyz = ivec3(Ri[28].x,Ri[28].y,Ri[28].z); Ri[8].w = Ri[28].w; } // export -SET_POSITION(vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w))); +gl_Position = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w)); // export passParameterSem128 = vec4(intBitsToFloat(Ri[1].x), intBitsToFloat(Ri[1].y), intBitsToFloat(Ri[1].z), intBitsToFloat(Ri[1].w)); // export diff --git a/Resolutions/FistOfTheNorthStar_Resolution/f9feadb214b483b7_0000000000000000_vs.txt b/Resolutions/FistOfTheNorthStar_Resolution/f9feadb214b483b7_0000000000000000_vs.txt index 97ff193b..8af994e9 100644 --- a/Resolutions/FistOfTheNorthStar_Resolution/f9feadb214b483b7_0000000000000000_vs.txt +++ b/Resolutions/FistOfTheNorthStar_Resolution/f9feadb214b483b7_0000000000000000_vs.txt @@ -2,38 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader f9feadb214b483b7 // Used for: First horizontal and vertical bloom blur pass float resXScale = float($width)/float($gameWidth); float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_uniformRegisterVS[256]; -}; -#else -uniform ivec4 uf_uniformRegisterVS[256]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -325,7 +301,7 @@ Ri[6].xyz = ivec3(Ri[23].x,Ri[23].y,Ri[23].z); Ri[6].w = Ri[23].w; } // export -SET_POSITION(vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w))); +gl_Position = vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w)); // export passParameterSem129 = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w)); // export diff --git a/Resolutions/FistOfTheNorthStar_Resolution/rules.txt b/Resolutions/FistOfTheNorthStar_Resolution/rules.txt index 2f002473..4c6a6f38 100644 --- a/Resolutions/FistOfTheNorthStar_Resolution/rules.txt +++ b/Resolutions/FistOfTheNorthStar_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 000500001012B800,000500001012B900,0005000010116600 name = Resolution path = "Fist of the North Star: Ken's Rage 2/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/HyruleWarriors_Resolution/492839ddc5f8f43e_0000000000000000_vs.txt b/Resolutions/HyruleWarriors_Resolution/492839ddc5f8f43e_0000000000000000_vs.txt index 1070aac1..49ad10a0 100644 --- a/Resolutions/HyruleWarriors_Resolution/492839ddc5f8f43e_0000000000000000_vs.txt +++ b/Resolutions/HyruleWarriors_Resolution/492839ddc5f8f43e_0000000000000000_vs.txt @@ -2,38 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 492839ddc5f8f43e //3rd level dof const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_uniformRegisterVS[256]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_uniformRegisterVS[256]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -284,7 +259,7 @@ Ri[2].xyz = ivec3(Ri[10].x,Ri[10].y,Ri[10].z); Ri[2].w = Ri[10].w; } // export -SET_POSITION(vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w))); +gl_Position = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w)); // export passParameterSem128 = vec4(intBitsToFloat(Ri[1].x), intBitsToFloat(Ri[1].y), intBitsToFloat(Ri[1].z), intBitsToFloat(Ri[1].w)); // export diff --git a/Resolutions/HyruleWarriors_Resolution/945d9672d0114248_0000000000000000_vs.txt b/Resolutions/HyruleWarriors_Resolution/945d9672d0114248_0000000000000000_vs.txt index b433f9b7..46342191 100644 --- a/Resolutions/HyruleWarriors_Resolution/945d9672d0114248_0000000000000000_vs.txt +++ b/Resolutions/HyruleWarriors_Resolution/945d9672d0114248_0000000000000000_vs.txt @@ -2,38 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 945d9672d0114248 const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_uniformRegisterVS[256]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_uniformRegisterVS[256]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -304,7 +279,7 @@ Ri[3].xyz = ivec3(Ri[14].x,Ri[14].y,Ri[14].z); Ri[3].w = Ri[14].w; } // export -SET_POSITION(vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w))); +gl_Position = vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w)); // export passParameterSem129 = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w)); // export diff --git a/Resolutions/HyruleWarriors_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt b/Resolutions/HyruleWarriors_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt index f000c70d..a9aecbbd 100644 --- a/Resolutions/HyruleWarriors_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt +++ b/Resolutions/HyruleWarriors_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt @@ -2,39 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader b3609db7d1363f6a //cutscene dof boxes const float resXScale = (float($width)/float($gameWidth))*float($internalRes); const float resYScale = (float($height)/float($gameHeight))*float($internalRes); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_uniformRegisterVS[256]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_uniformRegisterVS[256]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -327,7 +302,7 @@ Ri[8].xyz = ivec3(Ri[28].x,Ri[28].y,Ri[28].z); Ri[8].w = Ri[28].w; } // export -SET_POSITION(vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w))); +gl_Position = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w)); // export passParameterSem128 = vec4(intBitsToFloat(Ri[1].x), intBitsToFloat(Ri[1].y), intBitsToFloat(Ri[1].z), intBitsToFloat(Ri[1].w)); // export diff --git a/Resolutions/HyruleWarriors_Resolution/f9feadb214b483b7_0000000000000000_vs.txt b/Resolutions/HyruleWarriors_Resolution/f9feadb214b483b7_0000000000000000_vs.txt index 290a4ef9..e784e0ff 100644 --- a/Resolutions/HyruleWarriors_Resolution/f9feadb214b483b7_0000000000000000_vs.txt +++ b/Resolutions/HyruleWarriors_Resolution/f9feadb214b483b7_0000000000000000_vs.txt @@ -2,38 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader f9feadb214b483b7 const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_uniformRegisterVS[256]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_uniformRegisterVS[256]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -325,7 +300,7 @@ Ri[6].xyz = ivec3(Ri[23].x,Ri[23].y,Ri[23].z); Ri[6].w = Ri[23].w; } // export -SET_POSITION(vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w))); +gl_Position = vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w)); // export passParameterSem129 = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w)); // export diff --git a/Resolutions/HyruleWarriors_Resolution/rules.txt b/Resolutions/HyruleWarriors_Resolution/rules.txt index 63f16ac8..88f222e2 100644 --- a/Resolutions/HyruleWarriors_Resolution/rules.txt +++ b/Resolutions/HyruleWarriors_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 000500001017D800,000500001017D900,000500001017CD00 name = Resolution path = "Hyrule Warriors/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 #Resolutions |Aspect ratio #2560×1080, 5120×2160, 8192×3456 |64:27 (2.370) diff --git a/Resolutions/KirbyRainbow_Resolution/2258c1c082f929aa_0000000000000000_vs.txt b/Resolutions/KirbyRainbow_Resolution/2258c1c082f929aa_0000000000000000_vs.txt index a7c72266..1e4cf0d7 100644 --- a/Resolutions/KirbyRainbow_Resolution/2258c1c082f929aa_0000000000000000_vs.txt +++ b/Resolutions/KirbyRainbow_Resolution/2258c1c082f929aa_0000000000000000_vs.txt @@ -2,39 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 2258c1c082f929aa // Used for: Stage Background Blur, Clay Texture Blur const float resXScale = ($width/$gameWidth); const float resYScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_uniformRegisterVS[256]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_uniformRegisterVS[256]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -99,7 +74,7 @@ R2i.y = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[5].y)/resYScale + int R3i.x = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[6].x)/resXScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].x)); R3i.y = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[6].y)/resYScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].y)); // export -SET_POSITION(vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w))); +gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.z)); // export diff --git a/Resolutions/KirbyRainbow_Resolution/rules.txt b/Resolutions/KirbyRainbow_Resolution/rules.txt index 3511988b..720970bd 100644 --- a/Resolutions/KirbyRainbow_Resolution/rules.txt +++ b/Resolutions/KirbyRainbow_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101ABC00,00050000101B5100 name = Resolution path = "Kirby and the Rainbow Curse & Paintbrush/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/LegoStarWars_Resolution/66681ef93c67091e_0000000000000000_vs.txt b/Resolutions/LegoStarWars_Resolution/66681ef93c67091e_0000000000000000_vs.txt index 78d48216..2b329517 100644 --- a/Resolutions/LegoStarWars_Resolution/66681ef93c67091e_0000000000000000_vs.txt +++ b/Resolutions/LegoStarWars_Resolution/66681ef93c67091e_0000000000000000_vs.txt @@ -2,41 +2,16 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 66681ef93c67091e // Used for: Bloom and motion blur const float resXScale = ($width/$gameWidth); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[7]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[7]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem5; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem5; out gl_PerVertex { vec4 gl_Position; @@ -148,7 +123,7 @@ R5f.y = (mul_nonIEEE(R125f.w,intBitsToFloat(uf_remappedVS[6].y)) + intBitsToFloa // 11 R5f.z = intBitsToFloat(uf_remappedVS[5].z) * (intBitsToFloat(0x3e4cc000)/resXScale); // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem128 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/LegoStarWars_Resolution/rules.txt b/Resolutions/LegoStarWars_Resolution/rules.txt index 47d60f28..87639e24 100644 --- a/Resolutions/LegoStarWars_Resolution/rules.txt +++ b/Resolutions/LegoStarWars_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101DAA00,00050000101DAB00,00050000101EA000 name = Resolution path = "LEGO Star Wars: The Force Awakens/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/MarioKart8_Resolution/2e78a0d0a0aa66bb_0000000000000000_vs.txt b/Resolutions/MarioKart8_Resolution/2e78a0d0a0aa66bb_0000000000000000_vs.txt index eafe4644..4faeadd7 100644 --- a/Resolutions/MarioKart8_Resolution/2e78a0d0a0aa66bb_0000000000000000_vs.txt +++ b/Resolutions/MarioKart8_Resolution/2e78a0d0a0aa66bb_0000000000000000_vs.txt @@ -2,39 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 2e78a0d0a0aa66bb // Used for: Horizontal (Menu) Bloom Blur const float resScale = float($width)/float($gameWidth); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -115,7 +90,7 @@ R2f.y = backupReg0f + -(R126f.y); R2f.z = backupReg0f + R126f.y; R2f.w = backupReg0f; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/MarioKart8_Resolution/74126253134563de_0000000000000000_vs.txt b/Resolutions/MarioKart8_Resolution/74126253134563de_0000000000000000_vs.txt index c437d520..e42115e7 100644 --- a/Resolutions/MarioKart8_Resolution/74126253134563de_0000000000000000_vs.txt +++ b/Resolutions/MarioKart8_Resolution/74126253134563de_0000000000000000_vs.txt @@ -2,38 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 74126253134563de // Used for: Vertical Menu Background Blur const float resScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -126,7 +101,7 @@ R1f.y = PV1f.y + -(R126f.x); R1f.z = PV1f.y + R126f.x; R1f.w = PV1f.y; // export -SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); +gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // 0 diff --git a/Resolutions/MarioKart8_Resolution/ad3014302e0e49bf_0000000000000000_vs.txt b/Resolutions/MarioKart8_Resolution/ad3014302e0e49bf_0000000000000000_vs.txt index ecca62da..258b1fc8 100644 --- a/Resolutions/MarioKart8_Resolution/ad3014302e0e49bf_0000000000000000_vs.txt +++ b/Resolutions/MarioKart8_Resolution/ad3014302e0e49bf_0000000000000000_vs.txt @@ -2,38 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader ad3014302e0e49bf // Used for: Stage Select & Menu Background Horizontal Blur const float resScale = float($width)/float($gameWidth); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -129,7 +104,7 @@ R1f.y = PV1f.z + -(R126f.x); R1f.z = PV1f.z + R126f.x; R1f.w = PV1f.z; // export -SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); +gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // 0 diff --git a/Resolutions/MarioKart8_Resolution/dd7a19be01b7b1aa_0000000000000000_vs.txt b/Resolutions/MarioKart8_Resolution/dd7a19be01b7b1aa_0000000000000000_vs.txt index 98acf713..68c93205 100644 --- a/Resolutions/MarioKart8_Resolution/dd7a19be01b7b1aa_0000000000000000_vs.txt +++ b/Resolutions/MarioKart8_Resolution/dd7a19be01b7b1aa_0000000000000000_vs.txt @@ -2,39 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader dd7a19be01b7b1aa // Used for: Vertical (Menu) Bloom Blur const float resScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -117,7 +92,7 @@ PS1f = R2f.z; // 4 R4f.xzw = vec3(R2f.x,PS1f,R2f.y); // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/MarioKart8_Resolution/rules.txt b/Resolutions/MarioKart8_Resolution/rules.txt index 39ee235a..74dfbd37 100644 --- a/Resolutions/MarioKart8_Resolution/rules.txt +++ b/Resolutions/MarioKart8_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 000500001010ec00,000500001010ed00,000500001010eb00 name = Resolution path = "Mario Kart 8/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/MarioParty10_Resolution/5ce4bcf08c2aa688_0000000000000000_vs.txt b/Resolutions/MarioParty10_Resolution/5ce4bcf08c2aa688_0000000000000000_vs.txt index 32d240e1..1de6a9fa 100644 --- a/Resolutions/MarioParty10_Resolution/5ce4bcf08c2aa688_0000000000000000_vs.txt +++ b/Resolutions/MarioParty10_Resolution/5ce4bcf08c2aa688_0000000000000000_vs.txt @@ -2,41 +2,16 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 5ce4bcf08c2aa688 // Used for: Bloom const float resXScale = ($width/$gameWidth); const float resYScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[6]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[6]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -268,7 +243,7 @@ PV1i.x = tempResulti; R4i.x = ((ARi.x==0)?R9i.x:(ARi.x==24)?R33i.x:(ARi.x==25)?R34i.x:(ARi.x==26)?R35i.x:(ARi.x==27)?R36i.x:(ARi.x==118)?R127i.x:0); R4i.y = ((ARi.x==0)?R9i.y:(ARi.x==24)?R33i.y:(ARi.x==25)?R34i.y:(ARi.x==26)?R35i.y:(ARi.x==27)?R36i.y:(ARi.x==118)?R127i.y:0); // export -SET_POSITION(vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w))); +gl_Position = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w)); // 0 R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z)/resXScale,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(R4i.x))); R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.w)/resYScale,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(R4i.y))); diff --git a/Resolutions/MarioParty10_Resolution/rules.txt b/Resolutions/MarioParty10_Resolution/rules.txt index 213ef1c4..e60cd20c 100644 --- a/Resolutions/MarioParty10_Resolution/rules.txt +++ b/Resolutions/MarioParty10_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010162D00,0005000010162E00,0005000E10161F00 name = Resolution path = "Mario Party 10/Graphics/Resolution" description = Changes the resolution of the game. Note: Missing videos in minigame screen is currently a Cemu/Cemuhook issue. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/NewSuperMarioBrosU_Resolution/50e29e8929cea348_00000000000003c9_ps.txt b/Resolutions/NewSuperMarioBrosU_Resolution/50e29e8929cea348_00000000000003c9_ps.txt index b1bf9100..4477497f 100644 --- a/Resolutions/NewSuperMarioBrosU_Resolution/50e29e8929cea348_00000000000003c9_ps.txt +++ b/Resolutions/NewSuperMarioBrosU_Resolution/50e29e8929cea348_00000000000003c9_ps.txt @@ -1,42 +1,17 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 50e29e8929cea348 // Used for: Scaling Anti-Aliasing solution of game -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c5000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 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: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c5000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; float resScale = (1.0 / uf_fragCoordScale.x); int clampFI32(int v) diff --git a/Resolutions/NewSuperMarioBrosU_Resolution/70b82af4d17024d2_0000000000000000_vs.txt b/Resolutions/NewSuperMarioBrosU_Resolution/70b82af4d17024d2_0000000000000000_vs.txt index a6f777f2..64cd4d83 100644 --- a/Resolutions/NewSuperMarioBrosU_Resolution/70b82af4d17024d2_0000000000000000_vs.txt +++ b/Resolutions/NewSuperMarioBrosU_Resolution/70b82af4d17024d2_0000000000000000_vs.txt @@ -2,40 +2,15 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 70b82af4d17024d2 //AA fix float resScale = float($width)/float($gameWidth); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -95,7 +70,7 @@ R2f.z = PS0f; // 2 R2f.w = PV1f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // 0 diff --git a/Resolutions/NewSuperMarioBrosU_Resolution/8d638f35cebd14dc_00000000000007f9_ps.txt b/Resolutions/NewSuperMarioBrosU_Resolution/8d638f35cebd14dc_00000000000007f9_ps.txt index 1f1aea07..98e7efae 100644 --- a/Resolutions/NewSuperMarioBrosU_Resolution/8d638f35cebd14dc_00000000000007f9_ps.txt +++ b/Resolutions/NewSuperMarioBrosU_Resolution/8d638f35cebd14dc_00000000000007f9_ps.txt @@ -1,26 +1,9 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 8d638f35cebd14dc //banding fix -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x48ab0000 res 8x256x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x9 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x48ab0000 res 8x256x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; @@ -36,14 +19,7 @@ highp float lineRand(vec2 co) highp float sn = mod(dt, 3.14); return fract(sin(sn) * c); } -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/NewSuperMarioBrosU_Resolution/ec4a85d51e778437_0000000000000000_vs.txt b/Resolutions/NewSuperMarioBrosU_Resolution/ec4a85d51e778437_0000000000000000_vs.txt index 7107acef..edafa8e6 100644 --- a/Resolutions/NewSuperMarioBrosU_Resolution/ec4a85d51e778437_0000000000000000_vs.txt +++ b/Resolutions/NewSuperMarioBrosU_Resolution/ec4a85d51e778437_0000000000000000_vs.txt @@ -2,40 +2,15 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader ec4a85d51e778437 //box blur fix float resScale = float($width)/float($gameWidth); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -98,7 +73,7 @@ PS1f = R2f.x; // 2 R2f.w = PV1f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // 0 diff --git a/Resolutions/NewSuperMarioBrosU_Resolution/rules.txt b/Resolutions/NewSuperMarioBrosU_Resolution/rules.txt index 1f54163b..64fdb69c 100644 --- a/Resolutions/NewSuperMarioBrosU_Resolution/rules.txt +++ b/Resolutions/NewSuperMarioBrosU_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0 name = Resolution path = "New Super Mario Bros. U/Graphics/Resolution" #and luigi description = Changes the resolution of the game. -version = 4 +version = 3 //compatible resolutions [Preset] diff --git a/Resolutions/NinjaGaiden3_Resolution/7a641a67c4009f7f_0000000000000000_vs.txt b/Resolutions/NinjaGaiden3_Resolution/7a641a67c4009f7f_0000000000000000_vs.txt index 2adcf94b..d630c453 100644 --- a/Resolutions/NinjaGaiden3_Resolution/7a641a67c4009f7f_0000000000000000_vs.txt +++ b/Resolutions/NinjaGaiden3_Resolution/7a641a67c4009f7f_0000000000000000_vs.txt @@ -2,41 +2,16 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 7a641a67c4009f7f //Blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[8]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[8]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem5; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem5; out gl_PerVertex { vec4 gl_Position; @@ -154,7 +129,7 @@ R8f.w = R125f.z; R10f.x = R2f.x + intBitsToFloat(uf_remappedVS[6].x)/resXScale; PS0f = R10f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem128 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/NinjaGaiden3_Resolution/fd6c2e800481a180_0000000000000000_vs.txt b/Resolutions/NinjaGaiden3_Resolution/fd6c2e800481a180_0000000000000000_vs.txt index d920337a..8df93c97 100644 --- a/Resolutions/NinjaGaiden3_Resolution/fd6c2e800481a180_0000000000000000_vs.txt +++ b/Resolutions/NinjaGaiden3_Resolution/fd6c2e800481a180_0000000000000000_vs.txt @@ -2,41 +2,16 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader fd6c2e800481a180 //Cinematic bloom const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[8]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[8]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem5; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem5; out gl_PerVertex { vec4 gl_Position; @@ -158,7 +133,7 @@ R8f.w = R125f.z; R10f.x = R2f.x + intBitsToFloat(uf_remappedVS[6].x)/resXScale; PS0f = R10f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem128 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/NinjaGaiden3_Resolution/rules.txt b/Resolutions/NinjaGaiden3_Resolution/rules.txt index b2457ca1..6a88fe0d 100644 --- a/Resolutions/NinjaGaiden3_Resolution/rules.txt +++ b/Resolutions/NinjaGaiden3_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010110900,0005000010110A00,0005000010110B00 name = Resolution path = "Ninja Gaiden 3: Razors Edge/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/Pikmin3_Resolution/263a134082e695a0_0000000000000000_vs.txt b/Resolutions/Pikmin3_Resolution/263a134082e695a0_0000000000000000_vs.txt index 310ac01e..b46a4448 100644 --- a/Resolutions/Pikmin3_Resolution/263a134082e695a0_0000000000000000_vs.txt +++ b/Resolutions/Pikmin3_Resolution/263a134082e695a0_0000000000000000_vs.txt @@ -2,40 +2,15 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 263a134082e695a0 // Used for: Scaling Horizontal Bloom Pass const float resXScale = ($width/$gameWidth); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -118,7 +93,7 @@ PS1f = R2f.z; // 4 R2f.x = R3f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/Pikmin3_Resolution/4313ad4062c8d8f6_0000000000000000_vs.txt b/Resolutions/Pikmin3_Resolution/4313ad4062c8d8f6_0000000000000000_vs.txt index 50022f00..da7242be 100644 --- a/Resolutions/Pikmin3_Resolution/4313ad4062c8d8f6_0000000000000000_vs.txt +++ b/Resolutions/Pikmin3_Resolution/4313ad4062c8d8f6_0000000000000000_vs.txt @@ -2,40 +2,15 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 4313ad4062c8d8f6 // Used for: Scaling Vertical Bloom Pass const float resYScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -127,7 +102,7 @@ R3f.w = PV1f.w; R2f.w = backupReg0f; PS0f = R2f.w; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/Pikmin3_Resolution/ec4a85d51e778437_0000000000000000_vs.txt b/Resolutions/Pikmin3_Resolution/ec4a85d51e778437_0000000000000000_vs.txt index 223f0b47..a1033cde 100644 --- a/Resolutions/Pikmin3_Resolution/ec4a85d51e778437_0000000000000000_vs.txt +++ b/Resolutions/Pikmin3_Resolution/ec4a85d51e778437_0000000000000000_vs.txt @@ -2,41 +2,16 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader ec4a85d51e778437 // Used for: Scaling Blur Pass const float resXScale = ($width/$gameWidth); const float resYScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -99,7 +74,7 @@ PS1f = R2f.x; // 2 R2f.w = PV1f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // 0 diff --git a/Resolutions/Pikmin3_Resolution/rules.txt b/Resolutions/Pikmin3_Resolution/rules.txt index df08f19c..8e52c984 100644 --- a/Resolutions/Pikmin3_Resolution/rules.txt +++ b/Resolutions/Pikmin3_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 000500001012BC00,000500001012BD00,000500001012BE00,000500021012BD01,0 name = Resolution path = "Pikmin 3/Graphics/Resolution" description = "Changes the resolution of the game." -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/PokkenTournament_Resolution/b2fecd8319ee0096_0000000000079249_ps.txt b/Resolutions/PokkenTournament_Resolution/b2fecd8319ee0096_0000000000079249_ps.txt index b145d25c..426f2c27 100644 --- a/Resolutions/PokkenTournament_Resolution/b2fecd8319ee0096_0000000000079249_ps.txt +++ b/Resolutions/PokkenTournament_Resolution/b2fecd8319ee0096_0000000000079249_ps.txt @@ -1,45 +1,20 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader b2fecd8319ee0096 // Used for: DoF In-game const float resXScale = ($width*($gameWidth/$renderWidth)/$gameWidth); const float resYScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 5) uniform ufBlock -{ uniform ivec4 uf_remappedPS[4]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[4]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4603800 res 960x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf413c800 res 120x72x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf41f9800 res 480x288x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(5, 1, 3) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf415c000 res 128x72x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(6, 1, 4) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf4166800 res 128x72x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4603800 res 960x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf413c800 res 120x72x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf41f9800 res 480x288x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf415c000 res 128x72x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf4166800 res 128x72x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem130; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/PokkenTournament_Resolution/fe05aca8e186a5fd_0000000000000079_ps.txt b/Resolutions/PokkenTournament_Resolution/fe05aca8e186a5fd_0000000000000079_ps.txt index c149ad6e..c1f21720 100644 --- a/Resolutions/PokkenTournament_Resolution/fe05aca8e186a5fd_0000000000000079_ps.txt +++ b/Resolutions/PokkenTournament_Resolution/fe05aca8e186a5fd_0000000000000079_ps.txt @@ -1,45 +1,21 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader fe05aca8e186a5fd // Used for: DoF backgrounds const float resXScale = ($width/$gameWidth); const float resYScale = ($height/$gameHeight); -UNIFORM_BUFFER_LAYOUT(38, 1, 2) uniform uniformBlockPS6 +layout(binding = 38, std140) uniform uniformBlockPS6 { vec4 uf_blockPS6[1024]; }; -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x33659800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x33659800 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 layout(location = 0) in vec4 passParameterSem136; layout(location = 1) in vec4 passParameterSem130; layout(location = 0) out vec4 passPixelColor0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/PokkenTournament_Resolution/rules.txt b/Resolutions/PokkenTournament_Resolution/rules.txt index 6bb7cc9f..a31da60b 100644 --- a/Resolutions/PokkenTournament_Resolution/rules.txt +++ b/Resolutions/PokkenTournament_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101DF400,00050002101DF401,00050000101DF500 name = Resolution path = "Pokken Tournament/Graphics/Resolution" description = Changes the resolution of the game. Native Render means that instead of the game rendering at 960x720, it is at a native 1280x720. Known issues: Bloom needs shader edits. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/Runner2_Resolution/4fe1bb2bc0611f15_0000000000000079_ps.txt b/Resolutions/Runner2_Resolution/4fe1bb2bc0611f15_0000000000000079_ps.txt index 19c93c15..87083851 100644 --- a/Resolutions/Runner2_Resolution/4fe1bb2bc0611f15_0000000000000079_ps.txt +++ b/Resolutions/Runner2_Resolution/4fe1bb2bc0611f15_0000000000000079_ps.txt @@ -1,38 +1,13 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 4fe1bb2bc0611f15 // Used for: Horizontal and vertical background blur float resScale = float($width)/float($gameWidth); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[1]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) out vec4 passPixelColor0; int clampFI32(int v) { @@ -72,7 +47,7 @@ ivec4 ARi = ivec4(0); bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; -R0f = GET_FRAGCOORD(); +R0f = vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw); // 0 PV0f.z = R0f.x + 0.5; PV0f.w = R0f.y + 0.5; diff --git a/Resolutions/Runner2_Resolution/rules.txt b/Resolutions/Runner2_Resolution/rules.txt index c6bf29e6..fc602a2f 100644 --- a/Resolutions/Runner2_Resolution/rules.txt +++ b/Resolutions/Runner2_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 000500001011AF00,0005000010136300,00050000101DD600 name = Resolution path = "BIT.TRIP Presents... Runner2: Future Legend of Rhythm Alien/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/SkylandersImaginators_Resolution/3fd22273e2306b43_0000000000000000_vs.txt b/Resolutions/SkylandersImaginators_Resolution/3fd22273e2306b43_0000000000000000_vs.txt index 419aabbb..3589d774 100644 --- a/Resolutions/SkylandersImaginators_Resolution/3fd22273e2306b43_0000000000000000_vs.txt +++ b/Resolutions/SkylandersImaginators_Resolution/3fd22273e2306b43_0000000000000000_vs.txt @@ -2,37 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 3fd22273e2306b43 // Used for: Horizontal shadow edge smoothing float resXScale = float($width)/float($gameWidth); -#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 attrDataSem5; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem5; out gl_PerVertex { vec4 gl_Position; @@ -154,7 +130,7 @@ backupReg1f = R2f.y; R2f.xyz = vec3(backupReg0f,backupReg0f,backupReg0f) + vec3(R127f.w,R125f.x,R127f.z); R2f.w = backupReg1f + R125f.y; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem133 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/SkylandersImaginators_Resolution/73111ccc2ffa1907_0000000000000000_vs.txt b/Resolutions/SkylandersImaginators_Resolution/73111ccc2ffa1907_0000000000000000_vs.txt index f32669b0..275dce30 100644 --- a/Resolutions/SkylandersImaginators_Resolution/73111ccc2ffa1907_0000000000000000_vs.txt +++ b/Resolutions/SkylandersImaginators_Resolution/73111ccc2ffa1907_0000000000000000_vs.txt @@ -2,37 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 73111ccc2ffa1907 // Used for: Fixing shadow smoothing resolution float resXScale = float($width)/float($gameWidth); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[6]; -}; -#else -uniform ivec4 uf_remappedVS[6]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem5; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem5; out gl_PerVertex { vec4 gl_Position; @@ -129,7 +105,7 @@ R2f.x /= 2.0; R2f.y = intBitsToFloat(uf_remappedVS[5].w); R2f.y /= 2.0; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem134 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/SkylandersImaginators_Resolution/bc5cb1edf2b7da65_0000000000000000_vs.txt b/Resolutions/SkylandersImaginators_Resolution/bc5cb1edf2b7da65_0000000000000000_vs.txt index ceba7c6f..ea3b57b2 100644 --- a/Resolutions/SkylandersImaginators_Resolution/bc5cb1edf2b7da65_0000000000000000_vs.txt +++ b/Resolutions/SkylandersImaginators_Resolution/bc5cb1edf2b7da65_0000000000000000_vs.txt @@ -2,37 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader bc5cb1edf2b7da65 // Used for: Vertical shadow edge smoothing float resYScale = float($height)/float($gameHeight); -#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 attrDataSem5; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem5; out gl_PerVertex { vec4 gl_Position; @@ -151,7 +127,7 @@ PS0f = R4f.y; R4f.z = R125f.x + R2f.y; R4f.w = R126f.y + R2f.y; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem133 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/SkylandersImaginators_Resolution/rules.txt b/Resolutions/SkylandersImaginators_Resolution/rules.txt index 012c84f4..6f4db84c 100644 --- a/Resolutions/SkylandersImaginators_Resolution/rules.txt +++ b/Resolutions/SkylandersImaginators_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101F4D00,00050000101FB100 name = Resolution path = "Skylanders Imaginators/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/SkylandersTrapTeam_Resolution/4f04d8903ea4256a_0000000000000079_ps.txt b/Resolutions/SkylandersTrapTeam_Resolution/4f04d8903ea4256a_0000000000000079_ps.txt index 9c0541c0..459a5802 100644 --- a/Resolutions/SkylandersTrapTeam_Resolution/4f04d8903ea4256a_0000000000000079_ps.txt +++ b/Resolutions/SkylandersTrapTeam_Resolution/4f04d8903ea4256a_0000000000000079_ps.txt @@ -1,38 +1,13 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 4f04d8903ea4256a // Used for: Horizontal bloom blur float resXScale = float($width)/float($gameWidth); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[1]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem133; layout(location = 0) out vec4 passPixelColor0; int clampFI32(int v) diff --git a/Resolutions/SkylandersTrapTeam_Resolution/52c4522be0df98da_0000000000000000_vs.txt b/Resolutions/SkylandersTrapTeam_Resolution/52c4522be0df98da_0000000000000000_vs.txt index 475757f1..3c7625fc 100644 --- a/Resolutions/SkylandersTrapTeam_Resolution/52c4522be0df98da_0000000000000000_vs.txt +++ b/Resolutions/SkylandersTrapTeam_Resolution/52c4522be0df98da_0000000000000000_vs.txt @@ -2,37 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 52c4522be0df98da // Used for: Fixing shadow resolution float resScale = float($width)/float($gameWidth); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[6]; -}; -#else -uniform ivec4 uf_remappedVS[6]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem5; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem5; out gl_PerVertex { vec4 gl_Position; @@ -133,7 +109,7 @@ R3f.x /= 2.0; R3f.y = intBitsToFloat(uf_remappedVS[5].w); R3f.y /= 2.0; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem133 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Resolutions/SkylandersTrapTeam_Resolution/74681a5c2af57975_0000000000000079_ps.txt b/Resolutions/SkylandersTrapTeam_Resolution/74681a5c2af57975_0000000000000079_ps.txt index bff3aba6..92399fba 100644 --- a/Resolutions/SkylandersTrapTeam_Resolution/74681a5c2af57975_0000000000000079_ps.txt +++ b/Resolutions/SkylandersTrapTeam_Resolution/74681a5c2af57975_0000000000000079_ps.txt @@ -1,38 +1,13 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 74681a5c2af57975 // Used for: Vertical bloom blur float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else uniform ivec4 uf_remappedPS[1]; uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem133; layout(location = 0) out vec4 passPixelColor0; int clampFI32(int v) diff --git a/Resolutions/SkylandersTrapTeam_Resolution/b262de99418ca791_0000000000000000_vs.txt b/Resolutions/SkylandersTrapTeam_Resolution/b262de99418ca791_0000000000000000_vs.txt index 475757f1..3c7625fc 100644 --- a/Resolutions/SkylandersTrapTeam_Resolution/b262de99418ca791_0000000000000000_vs.txt +++ b/Resolutions/SkylandersTrapTeam_Resolution/b262de99418ca791_0000000000000000_vs.txt @@ -2,37 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 52c4522be0df98da // Used for: Fixing shadow resolution float resScale = float($width)/float($gameWidth); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[6]; -}; -#else -uniform ivec4 uf_remappedVS[6]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem5; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem5; out gl_PerVertex { vec4 gl_Position; @@ -133,7 +109,7 @@ R3f.x /= 2.0; R3f.y = intBitsToFloat(uf_remappedVS[5].w); R3f.y /= 2.0; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem133 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Resolutions/SkylandersTrapTeam_Resolution/b6bb4d6527f56601_0000000000000000_vs.txt b/Resolutions/SkylandersTrapTeam_Resolution/b6bb4d6527f56601_0000000000000000_vs.txt index 25be0d63..6b9c66b4 100644 --- a/Resolutions/SkylandersTrapTeam_Resolution/b6bb4d6527f56601_0000000000000000_vs.txt +++ b/Resolutions/SkylandersTrapTeam_Resolution/b6bb4d6527f56601_0000000000000000_vs.txt @@ -2,37 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader b6bb4d6527f56601 // Used for: Vertical shadow edge smoothing float resYScale = float($height)/float($gameHeight); -#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 attrDataSem5; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem5; out gl_PerVertex { vec4 gl_Position; @@ -151,7 +127,7 @@ PS0f = R4f.y; R4f.z = R125f.x + R2f.y; R4f.w = R126f.y + R2f.y; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem133 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/SkylandersTrapTeam_Resolution/e2a33ddb22abbc43_0000000000000000_vs.txt b/Resolutions/SkylandersTrapTeam_Resolution/e2a33ddb22abbc43_0000000000000000_vs.txt index 035f5809..a9ebd350 100644 --- a/Resolutions/SkylandersTrapTeam_Resolution/e2a33ddb22abbc43_0000000000000000_vs.txt +++ b/Resolutions/SkylandersTrapTeam_Resolution/e2a33ddb22abbc43_0000000000000000_vs.txt @@ -2,37 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader e2a33ddb22abbc43 // Used for: Horizontal shadow edge smoothing float resXScale = float($width)/float($gameWidth); -#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 attrDataSem5; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem5; out gl_PerVertex { vec4 gl_Position; @@ -154,7 +130,7 @@ backupReg1f = R2f.y; R2f.xyz = vec3(backupReg0f,backupReg0f,backupReg0f) + vec3(R127f.w,R125f.x,R127f.z); R2f.w = backupReg1f + R125f.y; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem133 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/SkylandersTrapTeam_Resolution/rules.txt b/Resolutions/SkylandersTrapTeam_Resolution/rules.txt index 8fb32774..c50e2dbf 100644 --- a/Resolutions/SkylandersTrapTeam_Resolution/rules.txt +++ b/Resolutions/SkylandersTrapTeam_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 000500001017C600,0005000010181F00 name = Resolution path = "Skylanders Trap Team/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/SonicLostWorld_Resolution/2fc311c50a4dab95_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/2fc311c50a4dab95_0000000000000000_vs.txt index 54e61fef..1ad34c41 100644 --- a/Resolutions/SonicLostWorld_Resolution/2fc311c50a4dab95_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/2fc311c50a4dab95_0000000000000000_vs.txt @@ -2,42 +2,17 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 2fc311c50a4dab95 // text shader 1 float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[9]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[9]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -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; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem3; +layout(location = 2) in uvec4 attrDataSem4; +layout(location = 3) in uvec4 attrDataSem8; +layout(location = 4) in uvec4 attrDataSem9; out gl_PerVertex { vec4 gl_Position; @@ -172,7 +147,7 @@ R1f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].z), backupReg0f); R1f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].w), backupReg1f); R1f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].x), backupReg2f); // export -SET_POSITION(vec4(R5f.x*(origRatio/newRatio), R5f.y, R5f.z, R5f.w)); +gl_Position = vec4(R5f.x*(origRatio/newRatio), R5f.y, R5f.z, R5f.w); // export passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export diff --git a/Resolutions/SonicLostWorld_Resolution/384f98693cb9d036_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/384f98693cb9d036_0000000000000000_vs.txt index a2938a19..f10d08f7 100644 --- a/Resolutions/SonicLostWorld_Resolution/384f98693cb9d036_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/384f98693cb9d036_0000000000000000_vs.txt @@ -2,42 +2,17 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 384f98693cb9d036 // ui shader 2 float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[4]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[4]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -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; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem3; +layout(location = 2) in uvec4 attrDataSem4; +layout(location = 3) in uvec4 attrDataSem8; +layout(location = 4) in uvec4 attrDataSem9; out gl_PerVertex { vec4 gl_Position; @@ -137,7 +112,7 @@ PS1f = R0f.w; R4f.z = R5f.x; R4f.w = R5f.y; // export -SET_POSITION(vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w)); +gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w); // export passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z); // export diff --git a/Resolutions/SonicLostWorld_Resolution/384f98696d1a1236_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/384f98696d1a1236_0000000000000000_vs.txt index 7c76b054..df0ee6c9 100644 --- a/Resolutions/SonicLostWorld_Resolution/384f98696d1a1236_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/384f98696d1a1236_0000000000000000_vs.txt @@ -2,42 +2,17 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 384f98696d1a1236 // ui shader 1 float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[4]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[4]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -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; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem3; +layout(location = 2) in uvec4 attrDataSem4; +layout(location = 3) in uvec4 attrDataSem8; +layout(location = 4) in uvec4 attrDataSem9; out gl_PerVertex { vec4 gl_Position; @@ -138,7 +113,7 @@ PS1f = R0f.w; R4f.z = R5f.x; R4f.w = R5f.y; // export -SET_POSITION(vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w)); +gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w); // export passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z); // export diff --git a/Resolutions/SonicLostWorld_Resolution/3952c3a52c87ad30_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/3952c3a52c87ad30_0000000000000000_vs.txt index 49d4180f..086756ca 100644 --- a/Resolutions/SonicLostWorld_Resolution/3952c3a52c87ad30_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/3952c3a52c87ad30_0000000000000000_vs.txt @@ -2,37 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 3952c3a52c87ad30 // video shader float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -78,7 +54,7 @@ backupReg1f = R2f.y; R2f.x = backupReg0f; R2f.y = backupReg1f; // export -SET_POSITION(vec4(R1f.x*(origRatio/newRatio), R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x*(origRatio/newRatio), R1f.y, R1f.z, R1f.w); // export passParameterSem136 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); // 0 diff --git a/Resolutions/SonicLostWorld_Resolution/419dbf0c732a4fe2_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/419dbf0c732a4fe2_0000000000000000_vs.txt index 5e2f1ca1..cf9c694d 100644 --- a/Resolutions/SonicLostWorld_Resolution/419dbf0c732a4fe2_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/419dbf0c732a4fe2_0000000000000000_vs.txt @@ -2,42 +2,17 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 419dbf0c732a4fe2 // ui shader 3 float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -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; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem3; +layout(location = 2) in uvec4 attrDataSem4; +layout(location = 3) in uvec4 attrDataSem8; +layout(location = 4) in uvec4 attrDataSem9; out gl_PerVertex { vec4 gl_Position; @@ -120,7 +95,7 @@ PV1f.w *= 2.0; R3f.x = PV1f.w + -(1.0); R3f.y = -(PV1f.x); // export -SET_POSITION(vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w)); +gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w); // export passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z); // export diff --git a/Resolutions/SonicLostWorld_Resolution/419dbf0c732a51e2_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/419dbf0c732a51e2_0000000000000000_vs.txt index 685b1e1a..1ea08c91 100644 --- a/Resolutions/SonicLostWorld_Resolution/419dbf0c732a51e2_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/419dbf0c732a51e2_0000000000000000_vs.txt @@ -2,42 +2,17 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 419dbf0c732a51e2 // text shader 3 float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -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; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem3; +layout(location = 2) in uvec4 attrDataSem4; +layout(location = 3) in uvec4 attrDataSem8; +layout(location = 4) in uvec4 attrDataSem9; out gl_PerVertex { vec4 gl_Position; @@ -120,7 +95,7 @@ PV1f.w *= 2.0; R3f.x = PV1f.w + -(1.0); R3f.y = -(PV1f.x); // export -SET_POSITION(vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w)); +gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w); // export passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z); // export diff --git a/Resolutions/SonicLostWorld_Resolution/419dbf0c732a91e2_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/419dbf0c732a91e2_0000000000000000_vs.txt index 7715f7ae..1cc4bc97 100644 --- a/Resolutions/SonicLostWorld_Resolution/419dbf0c732a91e2_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/419dbf0c732a91e2_0000000000000000_vs.txt @@ -2,42 +2,17 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 419dbf0c732a91e2 // text shader 2 float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -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; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem3; +layout(location = 2) in uvec4 attrDataSem4; +layout(location = 3) in uvec4 attrDataSem8; +layout(location = 4) in uvec4 attrDataSem9; out gl_PerVertex { vec4 gl_Position; @@ -120,7 +95,7 @@ PV1f.w *= 2.0; R3f.x = PV1f.w + -(1.0); R3f.y = -(PV1f.x); // export -SET_POSITION(vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w)); +gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w); // export // skipped export to semanticId 255 // export diff --git a/Resolutions/SonicLostWorld_Resolution/419dbf0ca38a91e2_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/419dbf0ca38a91e2_0000000000000000_vs.txt index 5e052496..8694a490 100644 --- a/Resolutions/SonicLostWorld_Resolution/419dbf0ca38a91e2_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/419dbf0ca38a91e2_0000000000000000_vs.txt @@ -2,42 +2,17 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 419dbf0ca38a91e2 // ui shader 4 float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -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; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem3; +layout(location = 2) in uvec4 attrDataSem4; +layout(location = 3) in uvec4 attrDataSem8; +layout(location = 4) in uvec4 attrDataSem9; out gl_PerVertex { vec4 gl_Position; @@ -121,7 +96,7 @@ PV1f.w *= 2.0; R3f.x = PV1f.w + -(1.0); R3f.y = -(PV1f.x); // export -SET_POSITION(vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w)); +gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w); // export passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z); // export diff --git a/Resolutions/SonicLostWorld_Resolution/58cf1eb8946f4b3c_0000000000000079_ps.txt b/Resolutions/SonicLostWorld_Resolution/58cf1eb8946f4b3c_0000000000000079_ps.txt index 8b3e9372..0495805f 100644 --- a/Resolutions/SonicLostWorld_Resolution/58cf1eb8946f4b3c_0000000000000079_ps.txt +++ b/Resolutions/SonicLostWorld_Resolution/58cf1eb8946f4b3c_0000000000000079_ps.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 58cf1eb8946f4b3c const float resXScale = ($width/$gameWidth); const float resYScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4aec000 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +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 layout(location = 0) in vec4 passParameterSem136; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/SonicLostWorld_Resolution/79183302695ea935_0000000000000079_ps.txt b/Resolutions/SonicLostWorld_Resolution/79183302695ea935_0000000000000079_ps.txt index f06ac04e..44c92454 100644 --- a/Resolutions/SonicLostWorld_Resolution/79183302695ea935_0000000000000079_ps.txt +++ b/Resolutions/SonicLostWorld_Resolution/79183302695ea935_0000000000000079_ps.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 79183302695ea935 const float resXScale = ($width/$gameWidth); const float resYScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +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 layout(location = 0) in vec4 passParameterSem136; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/SonicLostWorld_Resolution/92e5b6dffd1d9b9b_0000000000000079_ps.txt b/Resolutions/SonicLostWorld_Resolution/92e5b6dffd1d9b9b_0000000000000079_ps.txt index c94c9844..58b1920b 100644 --- a/Resolutions/SonicLostWorld_Resolution/92e5b6dffd1d9b9b_0000000000000079_ps.txt +++ b/Resolutions/SonicLostWorld_Resolution/92e5b6dffd1d9b9b_0000000000000079_ps.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 92e5b6dffd1d9b9b const float resXScale = ($width/$gameWidth); const float resYScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[30]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[30]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x18fda000 res 160x90x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +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 layout(location = 0) in vec4 passParameterSem136; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/SonicLostWorld_Resolution/a455fc196032912c_0000000000000079_ps.txt b/Resolutions/SonicLostWorld_Resolution/a455fc196032912c_0000000000000079_ps.txt index 02990461..bad2db3b 100644 --- a/Resolutions/SonicLostWorld_Resolution/a455fc196032912c_0000000000000079_ps.txt +++ b/Resolutions/SonicLostWorld_Resolution/a455fc196032912c_0000000000000079_ps.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader a455fc196032912c const float resXScale = ($width/$gameWidth); const float resYScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e48000 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1 +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 layout(location = 0) in vec4 passParameterSem136; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/SonicLostWorld_Resolution/rules.txt b/Resolutions/SonicLostWorld_Resolution/rules.txt index 80749bba..184da0cc 100644 --- a/Resolutions/SonicLostWorld_Resolution/rules.txt +++ b/Resolutions/SonicLostWorld_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010135700,000500001012B100,0005000010128F00 name = Resolution path = "Sonic Lost World/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/Splatoon_Resolution/0b9b8f5dfa16ad58_0000000000000000_vs.txt b/Resolutions/Splatoon_Resolution/0b9b8f5dfa16ad58_0000000000000000_vs.txt index 27c26d1a..b92d6169 100644 --- a/Resolutions/Splatoon_Resolution/0b9b8f5dfa16ad58_0000000000000000_vs.txt +++ b/Resolutions/Splatoon_Resolution/0b9b8f5dfa16ad58_0000000000000000_vs.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 0b9b8f5dfa16ad58 // Used for: Horizontal Menu Blur Pass const float resXScale = ($width/$gameWidth); const float resYScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -129,7 +104,7 @@ R1f.y = PV1f.z + -(R126f.x); R1f.z = PV1f.z + R126f.x; R1f.w = PV1f.z; // export -SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); +gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); } diff --git a/Resolutions/Splatoon_Resolution/5c1761d13feccdff_0000000000000000_vs.txt b/Resolutions/Splatoon_Resolution/5c1761d13feccdff_0000000000000000_vs.txt index 21eaa1cf..d3534025 100644 --- a/Resolutions/Splatoon_Resolution/5c1761d13feccdff_0000000000000000_vs.txt +++ b/Resolutions/Splatoon_Resolution/5c1761d13feccdff_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 5c1761d13feccdff // Used for: Background DoF const float resXScale = ($width/$gameWidth); const float resYScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -97,7 +72,7 @@ PS1f = R2f.x; // 2 R2f.w = PV1f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); } diff --git a/Resolutions/Splatoon_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt b/Resolutions/Splatoon_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt index 9d7a2059..65412af6 100644 --- a/Resolutions/Splatoon_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt +++ b/Resolutions/Splatoon_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 6f5412f28bd716e8 // Used for: Horizontal Bloom Pass const float resXScale = ($width/$gameWidth); const float resYScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -117,7 +92,7 @@ PS1f = R2f.z; // 4 R4f.xzw = vec3(R2f.x,PS1f,R2f.y); // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/Splatoon_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt b/Resolutions/Splatoon_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt index 2837e024..462de81a 100644 --- a/Resolutions/Splatoon_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt +++ b/Resolutions/Splatoon_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader a0bda935c83e6f2a // Used for: Vertical Bloom Pass const float resXScale = ($width/$gameWidth); const float resYScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -115,7 +90,7 @@ R2f.y = backupReg0f + -(R126f.y); R2f.z = backupReg0f + R126f.y; R2f.w = backupReg0f; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/Splatoon_Resolution/ae5bf21625f134f3_0000000000000000_vs.txt b/Resolutions/Splatoon_Resolution/ae5bf21625f134f3_0000000000000000_vs.txt index 4feb6aed..42804037 100644 --- a/Resolutions/Splatoon_Resolution/ae5bf21625f134f3_0000000000000000_vs.txt +++ b/Resolutions/Splatoon_Resolution/ae5bf21625f134f3_0000000000000000_vs.txt @@ -2,38 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader ae5bf21625f134f3 // Used for: Squid Sisters TV float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[7]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[7]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -146,7 +121,7 @@ PV1f.z = R123f.z; // 10 R1f.y = (mul_nonIEEE(PV1f.z,intBitsToFloat(uf_remappedVS[6].y)) + 0.5); // export -SET_POSITION(vec4(R0f.x/(origRatio/newRatio), R0f.y, R0f.z, R0f.w)); +gl_Position = vec4(R0f.x/(origRatio/newRatio), R0f.y, R0f.z, R0f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.z); } diff --git a/Resolutions/Splatoon_Resolution/fc3e63a2007625f8_0000000000000000_vs.txt b/Resolutions/Splatoon_Resolution/fc3e63a2007625f8_0000000000000000_vs.txt index 08234d0b..e5813743 100644 --- a/Resolutions/Splatoon_Resolution/fc3e63a2007625f8_0000000000000000_vs.txt +++ b/Resolutions/Splatoon_Resolution/fc3e63a2007625f8_0000000000000000_vs.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader fc3e63a2007625f8 // Used for: Vertical Menu Blur Pass const float resXScale = ($width/$gameWidth); const float resYScale = ($height/$gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -126,7 +101,7 @@ R1f.y = PV1f.y + -(R126f.x); R1f.z = PV1f.y + R126f.x; R1f.w = PV1f.y; // export -SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); +gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); } diff --git a/Resolutions/Splatoon_Resolution/rules.txt b/Resolutions/Splatoon_Resolution/rules.txt index 1259ca90..a0b4dc07 100644 --- a/Resolutions/Splatoon_Resolution/rules.txt +++ b/Resolutions/Splatoon_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010176900,0005000010176A00,0005000010162B00 name = Resolution path = "Splatoon/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/StarFoxZero_Resolution/43b6693ca98767b2_0000000000000079_ps.txt b/Resolutions/StarFoxZero_Resolution/43b6693ca98767b2_0000000000000079_ps.txt index 3ba29db8..3e35dc6e 100644 --- a/Resolutions/StarFoxZero_Resolution/43b6693ca98767b2_0000000000000079_ps.txt +++ b/Resolutions/StarFoxZero_Resolution/43b6693ca98767b2_0000000000000079_ps.txt @@ -1,35 +1,11 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 43b6693ca98767b2 - Gamepad AA -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4fa8800 res 854x480x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4fa8800 res 854x480x1 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 layout(location = 0) in vec4 passParameterSem133; layout(location = 0) out vec4 passPixelColor0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/StarFoxZero_Resolution/78a2659662685d55_0000000000000079_ps.txt b/Resolutions/StarFoxZero_Resolution/78a2659662685d55_0000000000000079_ps.txt index c63daed0..07fe96c4 100644 --- a/Resolutions/StarFoxZero_Resolution/78a2659662685d55_0000000000000079_ps.txt +++ b/Resolutions/StarFoxZero_Resolution/78a2659662685d55_0000000000000079_ps.txt @@ -1,35 +1,11 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 78a2659662685d55 - TV AA -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4fa8800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4fa8800 res 1280x720x1 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 layout(location = 0) in vec4 passParameterSem133; layout(location = 0) out vec4 passPixelColor0; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/StarFoxZero_Resolution/rules.txt b/Resolutions/StarFoxZero_Resolution/rules.txt index 4998b2cc..5c78098e 100644 --- a/Resolutions/StarFoxZero_Resolution/rules.txt +++ b/Resolutions/StarFoxZero_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101B0400,00050000101B0500 name = Resolution path = "Star Fox Zero/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/SuperMario3DWorld_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt index b66d9b74..c1971947 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt +++ b/Resolutions/SuperMario3DWorld_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 1f83c0d47b1c4c34 // Used for: Background Blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -97,7 +72,7 @@ PS1f = R2f.x; // 2 R2f.w = PV1f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // 0 diff --git a/Resolutions/SuperMario3DWorld_Resolution/280351fcf8e5949f_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/280351fcf8e5949f_0000000000000000_vs.txt index 412f355a..9e39197b 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/280351fcf8e5949f_0000000000000000_vs.txt +++ b/Resolutions/SuperMario3DWorld_Resolution/280351fcf8e5949f_0000000000000000_vs.txt @@ -2,40 +2,15 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 280351fcf8e5949f // Used for: Another vertical blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -96,7 +71,7 @@ R2f.y = backupReg0f + -(PS0f); R2f.z = backupReg0f + PS0f; R2f.w = backupReg0f; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // 0 diff --git a/Resolutions/SuperMario3DWorld_Resolution/470eee1bb25ab50d_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/470eee1bb25ab50d_0000000000000000_vs.txt index fc174b88..9f012afb 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/470eee1bb25ab50d_0000000000000000_vs.txt +++ b/Resolutions/SuperMario3DWorld_Resolution/470eee1bb25ab50d_0000000000000000_vs.txt @@ -9,38 +9,14 @@ #else #define SET_POSITION(_v) gl_Position = _v #endif -#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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 470eee1bb25ab50d // low res reflection const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; -}; -#else -uniform ivec4 uf_remappedVS[1]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; diff --git a/Resolutions/SuperMario3DWorld_Resolution/4c426260188ace42_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/4c426260188ace42_0000000000000000_vs.txt index 95007027..83ac0b2c 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/4c426260188ace42_0000000000000000_vs.txt +++ b/Resolutions/SuperMario3DWorld_Resolution/4c426260188ace42_0000000000000000_vs.txt @@ -9,37 +9,13 @@ #else #define SET_POSITION(_v) gl_Position = _v #endif -#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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 4c426260188ace42 //switch palace reflection vertical const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; -}; -#else -uniform ivec4 uf_remappedVS[5]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; diff --git a/Resolutions/SuperMario3DWorld_Resolution/5661793d88425685_0000000007fffff9_ps.txt b/Resolutions/SuperMario3DWorld_Resolution/5661793d88425685_0000000007fffff9_ps.txt index 46ad6f92..2bd0a3ca 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/5661793d88425685_0000000007fffff9_ps.txt +++ b/Resolutions/SuperMario3DWorld_Resolution/5661793d88425685_0000000007fffff9_ps.txt @@ -1,38 +1,12 @@ #version 420 #extension GL_ARB_texture_gather : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 5661793d88425685 // Used for: First glitter bloom pass const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[7]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[7]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4f48800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4f48800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; @@ -40,6 +14,7 @@ layout(location = 2) out vec4 passPixelColor2; layout(location = 3) out vec4 passPixelColor3; layout(location = 4) out vec4 passPixelColor4; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/SuperMario3DWorld_Resolution/6d9067fd20086bc0_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/6d9067fd20086bc0_0000000000000000_vs.txt index 541d9d5d..4f1fad66 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/6d9067fd20086bc0_0000000000000000_vs.txt +++ b/Resolutions/SuperMario3DWorld_Resolution/6d9067fd20086bc0_0000000000000000_vs.txt @@ -2,40 +2,15 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 6d9067fd20086bc0 // Used for: Vertical blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -102,7 +77,7 @@ PS1f = R4f.x; R3f.x = PV1f.z; R4f.y = R2f.y; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z); // export diff --git a/Resolutions/SuperMario3DWorld_Resolution/842a19b509f8b91a_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/842a19b509f8b91a_0000000000000000_vs.txt index a39dcf44..81cdee3b 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/842a19b509f8b91a_0000000000000000_vs.txt +++ b/Resolutions/SuperMario3DWorld_Resolution/842a19b509f8b91a_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 842a19b509f8b91a // Used for: General Blur vertical const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -117,7 +92,7 @@ PS1f = R2f.z; // 4 R4f.xzw = vec3(R2f.x,PS1f,R2f.y); // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/SuperMario3DWorld_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt index a05c21ae..17a68cce 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt +++ b/Resolutions/SuperMario3DWorld_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 8d68a0e3561ff525 // Used for: Horizontal Gameplay Blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -115,7 +90,7 @@ R2f.y = backupReg0f + -(R126f.y); R2f.z = backupReg0f + R126f.y; R2f.w = backupReg0f; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/SuperMario3DWorld_Resolution/b727c08e3b534992_0000000007fffffd_ps.txt b/Resolutions/SuperMario3DWorld_Resolution/b727c08e3b534992_0000000007fffffd_ps.txt index fdb29a26..01879f11 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/b727c08e3b534992_0000000007fffffd_ps.txt +++ b/Resolutions/SuperMario3DWorld_Resolution/b727c08e3b534992_0000000007fffffd_ps.txt @@ -1,38 +1,12 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader b727c08e3b534992 // Used for: Second glitter bloom pass const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[10]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[10]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2DArray textureUnitPS1;// Tex1 addr 0xf50ed800 res 320x180x6 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 1) uniform sampler2DArray textureUnitPS1;// Tex1 addr 0xf50ed800 res 320x180x6 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; @@ -40,6 +14,7 @@ layout(location = 2) out vec4 passPixelColor2; layout(location = 3) out vec4 passPixelColor3; layout(location = 4) out vec4 passPixelColor4; layout(location = 5) out vec4 passPixelColor5; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/SuperMario3DWorld_Resolution/be99d80628d31127_00000000000003c9_ps.txt b/Resolutions/SuperMario3DWorld_Resolution/be99d80628d31127_00000000000003c9_ps.txt index 035e0a78..0f5f7a25 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/be99d80628d31127_00000000000003c9_ps.txt +++ b/Resolutions/SuperMario3DWorld_Resolution/be99d80628d31127_00000000000003c9_ps.txt @@ -1,42 +1,17 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader be99d80628d31127 //AA PS // Used for: Another vertical blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[4]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[4]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5800800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4341000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5800800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4341000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/SuperMario3DWorld_Resolution/c27612e2f7126ebf_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/c27612e2f7126ebf_0000000000000000_vs.txt index 1f950c45..a8301553 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/c27612e2f7126ebf_0000000000000000_vs.txt +++ b/Resolutions/SuperMario3DWorld_Resolution/c27612e2f7126ebf_0000000000000000_vs.txt @@ -9,37 +9,13 @@ #else #define SET_POSITION(_v) gl_Position = _v #endif -#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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader c27612e2f7126ebf //switch palace low res reflection 256x240 / 240x240 hz const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; -}; -#else -uniform ivec4 uf_remappedVS[5]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; diff --git a/Resolutions/SuperMario3DWorld_Resolution/c4eaec09897d525e_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/c4eaec09897d525e_0000000000000000_vs.txt index 603acb20..f3f9061e 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/c4eaec09897d525e_0000000000000000_vs.txt +++ b/Resolutions/SuperMario3DWorld_Resolution/c4eaec09897d525e_0000000000000000_vs.txt @@ -9,38 +9,14 @@ #else #define SET_POSITION(_v) gl_Position = _v #endif -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader c4eaec09897d525e //reflection const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; -}; -#else -uniform ivec4 uf_remappedVS[1]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; diff --git a/Resolutions/SuperMario3DWorld_Resolution/d9c81460d6984bb2_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/d9c81460d6984bb2_0000000000000000_vs.txt index a1010ae8..2682e18e 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/d9c81460d6984bb2_0000000000000000_vs.txt +++ b/Resolutions/SuperMario3DWorld_Resolution/d9c81460d6984bb2_0000000000000000_vs.txt @@ -9,37 +9,13 @@ #else #define SET_POSITION(_v) gl_Position = _v #endif -#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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader d9c81460d6984bb2 //switch palace reflection hz const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; -}; -#else -uniform ivec4 uf_remappedVS[5]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; diff --git a/Resolutions/SuperMario3DWorld_Resolution/e4e4a60266119f75_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/e4e4a60266119f75_0000000000000000_vs.txt index bb2d6b45..d7d03d58 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/e4e4a60266119f75_0000000000000000_vs.txt +++ b/Resolutions/SuperMario3DWorld_Resolution/e4e4a60266119f75_0000000000000000_vs.txt @@ -9,39 +9,15 @@ #else #define SET_POSITION(_v) gl_Position = _v #endif -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader e4e4a60266119f75 //reflection const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; -}; -#else -uniform ivec4 uf_remappedVS[1]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; diff --git a/Resolutions/SuperMario3DWorld_Resolution/fa47a4b5f1304f51_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/fa47a4b5f1304f51_0000000000000000_vs.txt index 15861ad5..4084b0e4 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/fa47a4b5f1304f51_0000000000000000_vs.txt +++ b/Resolutions/SuperMario3DWorld_Resolution/fa47a4b5f1304f51_0000000000000000_vs.txt @@ -9,37 +9,13 @@ #else #define SET_POSITION(_v) gl_Position = _v #endif -#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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader fa47a4b5f1304f51 // low res reflection const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#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; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; diff --git a/Resolutions/SuperMario3DWorld_Resolution/rules.txt b/Resolutions/SuperMario3DWorld_Resolution/rules.txt index 65d34d60..2cf44e6a 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/rules.txt +++ b/Resolutions/SuperMario3DWorld_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010145D00,0005000010145C00,0005000010106100 name = Resolution path = "Super Mario 3D World/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/SuperMarioMaker_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt b/Resolutions/SuperMarioMaker_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt index 38fa6e56..44aebf75 100644 --- a/Resolutions/SuperMarioMaker_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt +++ b/Resolutions/SuperMarioMaker_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt @@ -1,42 +1,17 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 37a4ec1a7dbc7391 // Used for: Scaling Anti-Aliasing solution of game -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[4]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[4]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x1d28c000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x1d28c000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; float scaleAA = uf_fragCoordScale.x; int clampFI32(int v) diff --git a/Resolutions/SuperMarioMaker_Resolution/rules.txt b/Resolutions/SuperMarioMaker_Resolution/rules.txt index 68fefae1..b9a8b2fd 100644 --- a/Resolutions/SuperMarioMaker_Resolution/rules.txt +++ b/Resolutions/SuperMarioMaker_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 000500001018DB00,000500001018DC00,000500001018DD00 name = Resolution path = "Super Mario Maker/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/SuperSmashBros_Resolution/315d61ad21f97614_0000000000000000_vs.txt b/Resolutions/SuperSmashBros_Resolution/315d61ad21f97614_0000000000000000_vs.txt index 9171e823..4f6e942c 100644 --- a/Resolutions/SuperSmashBros_Resolution/315d61ad21f97614_0000000000000000_vs.txt +++ b/Resolutions/SuperSmashBros_Resolution/315d61ad21f97614_0000000000000000_vs.txt @@ -1,41 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 315d61ad21f97614 // Used for: Vertical blur pass end screen background const float resXScale = (float($width)/float($gameWidth)); const float resYScale = (float($height)/float($gameHeight)); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem2; +layout(location = 2) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -137,7 +112,7 @@ R0f.w = PV1f.z + R2f.y; R3f.w = PV1f.x + R2f.y; PS0f = R3f.w; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem130 = vec4(R0f.x, R0f.y, R0f.x, R0f.w); // export diff --git a/Resolutions/SuperSmashBros_Resolution/4b92e636153d6b54_0000000000000000_vs.txt b/Resolutions/SuperSmashBros_Resolution/4b92e636153d6b54_0000000000000000_vs.txt index 72a68995..5f6d2131 100644 --- a/Resolutions/SuperSmashBros_Resolution/4b92e636153d6b54_0000000000000000_vs.txt +++ b/Resolutions/SuperSmashBros_Resolution/4b92e636153d6b54_0000000000000000_vs.txt @@ -1,41 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 4b92e636153d6b54 // Used for: Horizontal blur pass end screen background const float resXScale = (float($width)/float($gameWidth)); const float resYScale = (float($height)/float($gameHeight)); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem2; +layout(location = 2) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -137,7 +112,7 @@ R3f.w = R2f.x + PV1f.w; R3f.z = R2f.x + PV1f.x; PS0f = R3f.z; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem130 = vec4(R0f.x, R0f.y, R0f.z, R0f.y); // export diff --git a/Resolutions/SuperSmashBros_Resolution/rules.txt b/Resolutions/SuperSmashBros_Resolution/rules.txt index c259f217..ac556de0 100644 --- a/Resolutions/SuperSmashBros_Resolution/rules.txt +++ b/Resolutions/SuperSmashBros_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010110E00,0005000010145000,0005000010144F00 name = Resolution path = "Super Smash Bros. for Wii U/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1920x1080 (Default) diff --git a/Resolutions/TokyoMirage_Resolution/04d0827b9471eb22_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/04d0827b9471eb22_0000000000000000_vs.txt index deda86f3..fb22be71 100644 --- a/Resolutions/TokyoMirage_Resolution/04d0827b9471eb22_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/04d0827b9471eb22_0000000000000000_vs.txt @@ -2,38 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 04d0827b9471eb22 const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -95,7 +70,7 @@ R0f.y = R2f.y + -(R127f.z); R0f.z = PV0f.y; R0f.w = PV0f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem137 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/TokyoMirage_Resolution/201bd8dfd2a9e7d3_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/201bd8dfd2a9e7d3_0000000000000000_vs.txt index d1ef28fe..29837ec3 100644 --- a/Resolutions/TokyoMirage_Resolution/201bd8dfd2a9e7d3_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/201bd8dfd2a9e7d3_0000000000000000_vs.txt @@ -2,38 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 201bd8dfd2a9e7d3 const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -170,7 +145,7 @@ PV1f.y = R123f.y; R2f.z = PV1f.y; R2f.w = PV1f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem141 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Resolutions/TokyoMirage_Resolution/23c5bbfda0fc3b0f_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/23c5bbfda0fc3b0f_0000000000000000_vs.txt index b535e559..d130fe42 100644 --- a/Resolutions/TokyoMirage_Resolution/23c5bbfda0fc3b0f_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/23c5bbfda0fc3b0f_0000000000000000_vs.txt @@ -2,38 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 23c5bbfda0fc3b0f const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -106,7 +81,7 @@ PV1f.y = R123f.y; R2f.z = PV1f.y; R2f.w = PV1f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem137 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Resolutions/TokyoMirage_Resolution/3259d3b3ca333bf3_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/3259d3b3ca333bf3_0000000000000000_vs.txt index 3b93dcec..70ccf0b2 100644 --- a/Resolutions/TokyoMirage_Resolution/3259d3b3ca333bf3_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/3259d3b3ca333bf3_0000000000000000_vs.txt @@ -2,38 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 3259d3b3ca333bf3 const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -124,7 +99,7 @@ PV1f.y = R123f.y; R2f.z = PV1f.y; R2f.w = PV1f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem138 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Resolutions/TokyoMirage_Resolution/39863f29c6d85cb8_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/39863f29c6d85cb8_0000000000000000_vs.txt index 943486cc..32a78244 100644 --- a/Resolutions/TokyoMirage_Resolution/39863f29c6d85cb8_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/39863f29c6d85cb8_0000000000000000_vs.txt @@ -2,38 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 39863f29c6d85cb8 const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -94,7 +69,7 @@ R2f.y = R127f.x + R127f.z; R2f.z = PV1f.y; R2f.w = PV1f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem136 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); } diff --git a/Resolutions/TokyoMirage_Resolution/59fca914f0dcb060_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/59fca914f0dcb060_0000000000000000_vs.txt index 4064d6db..2e752131 100644 --- a/Resolutions/TokyoMirage_Resolution/59fca914f0dcb060_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/59fca914f0dcb060_0000000000000000_vs.txt @@ -2,38 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 59fca914f0dcb060 const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -190,7 +165,7 @@ PV1f.w = R123f.w; R7f.z = PV1f.w; R7f.w = PV1f.z; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem138 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Resolutions/TokyoMirage_Resolution/61b51be479ffa5dc_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/61b51be479ffa5dc_0000000000000000_vs.txt index 629d938a..db10e19e 100644 --- a/Resolutions/TokyoMirage_Resolution/61b51be479ffa5dc_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/61b51be479ffa5dc_0000000000000000_vs.txt @@ -2,38 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 61b51be479ffa5dc //text aspect const float UI = $UIAspectX; const float UIY = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[4]; -}; -#else -uniform ivec4 uf_remappedVS[4]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem3; +layout(location = 2) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -128,7 +104,7 @@ R5i.x = ((R127i.y == 0)?(R2i.x):(R2i.x)); R5i.y = ((R127i.y == 0)?(R2i.y):(R2i.y)); R4i.z = ((R127i.y == 0)?(R1i.z):(R1i.z)); // export -SET_POSITION(vec4(intBitsToFloat(R0i.x)*UI, intBitsToFloat(R0i.y)*UIY, intBitsToFloat(R0i.z), intBitsToFloat(R0i.w))); +gl_Position = vec4(intBitsToFloat(R0i.x)*UI, intBitsToFloat(R0i.y)*UIY, intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export passParameterSem131 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); // export diff --git a/Resolutions/TokyoMirage_Resolution/88ae6940d510eea5_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/88ae6940d510eea5_0000000000000000_vs.txt index 04f8f438..2fd63aa2 100644 --- a/Resolutions/TokyoMirage_Resolution/88ae6940d510eea5_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/88ae6940d510eea5_0000000000000000_vs.txt @@ -2,38 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 88ae6940d510eea5 const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -90,7 +65,7 @@ R2f.w = R2f.y + PV0f.w; R2f.z = PV0f.x; PS1f = R2f.z; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem136 = vec4(R0f.x, R0f.y, R0f.z, R0f.y); // export diff --git a/Resolutions/TokyoMirage_Resolution/8cdd68cf2a074404_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/8cdd68cf2a074404_0000000000000000_vs.txt index 77642b32..c318ef9c 100644 --- a/Resolutions/TokyoMirage_Resolution/8cdd68cf2a074404_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/8cdd68cf2a074404_0000000000000000_vs.txt @@ -2,38 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 8cdd68cf2a074404 const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -155,7 +130,7 @@ PV1f.y = R123f.y; R2f.z = PV1f.y; R2f.w = PV1f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem140 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Resolutions/TokyoMirage_Resolution/94986f08df872394_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/94986f08df872394_0000000000000000_vs.txt index bdc9ed07..f5d9c23a 100644 --- a/Resolutions/TokyoMirage_Resolution/94986f08df872394_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/94986f08df872394_0000000000000000_vs.txt @@ -2,39 +2,15 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 94986f08df872394 //gui aspect const float UI = $UIAspectX; const float UIY = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[9]; -}; -#else -uniform ivec4 uf_remappedVS[9]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem3; +layout(location = 2) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -150,7 +126,7 @@ R1f.y = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedVS[8].y)); R1f.z = mul_nonIEEE(backupReg2f, intBitsToFloat(uf_remappedVS[8].z)); R1f.w = mul_nonIEEE(backupReg3f, intBitsToFloat(uf_remappedVS[8].w)); // export -SET_POSITION(vec4(R2f.x*UI, R2f.y*UIY, R2f.z, R2f.w)); +gl_Position = vec4(R2f.x*UI, R2f.y*UIY, R2f.z, R2f.w); // export passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export diff --git a/Resolutions/TokyoMirage_Resolution/aae570d2455724bc_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/aae570d2455724bc_0000000000000000_vs.txt index aeea7049..1f4685f7 100644 --- a/Resolutions/TokyoMirage_Resolution/aae570d2455724bc_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/aae570d2455724bc_0000000000000000_vs.txt @@ -2,38 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader aae570d2455724bc //BG fx const float UI = $UIAspectX; const float UIY = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[9]; -}; -#else -uniform ivec4 uf_remappedVS[9]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem3; +layout(location = 2) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -158,7 +134,7 @@ PS0f = R3f.z; // 9 R3f.w = R127f.x; // export -SET_POSITION(vec4(R2f.x*UI, R2f.y*UIY, R2f.z, R2f.w)); +gl_Position = vec4(R2f.x*UI, R2f.y*UIY, R2f.z, R2f.w); // export passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export diff --git a/Resolutions/TokyoMirage_Resolution/b181218b85619285_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/b181218b85619285_0000000000000000_vs.txt index f7a71c15..0282e187 100644 --- a/Resolutions/TokyoMirage_Resolution/b181218b85619285_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/b181218b85619285_0000000000000000_vs.txt @@ -2,38 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader b181218b85619285 const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -137,7 +112,7 @@ PV1f.y = R123f.y; R2f.z = PV1f.y; R2f.w = PV1f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem139 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Resolutions/TokyoMirage_Resolution/dda6656146476243_0000000000000000_vs.txt b/Resolutions/TokyoMirage_Resolution/dda6656146476243_0000000000000000_vs.txt index e97899bb..4e531608 100644 --- a/Resolutions/TokyoMirage_Resolution/dda6656146476243_0000000000000000_vs.txt +++ b/Resolutions/TokyoMirage_Resolution/dda6656146476243_0000000000000000_vs.txt @@ -2,37 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader dda6656146476243 //Video aspect const float UI = $UIAspectX; const float UIY = $UIAspectY; -#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 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -111,7 +87,7 @@ R0f.w = tempf.x; R1f.xyz = vec3(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z)); R1f.w = intBitsToFloat(uf_remappedVS[4].w); // export -SET_POSITION(vec4(R0f.x*UI, R0f.y*UIY, R0f.z, R0f.w)); +gl_Position = vec4(R0f.x*UI, R0f.y*UIY, R0f.z, R0f.w); // export passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export diff --git a/Resolutions/TokyoMirage_Resolution/rules.txt b/Resolutions/TokyoMirage_Resolution/rules.txt index f264ad79..abb01c7a 100644 --- a/Resolutions/TokyoMirage_Resolution/rules.txt +++ b/Resolutions/TokyoMirage_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101ED700,00050000101ED800,0005000010131D00 name = Resolution path = "Tokyo Mirage Sessions FE/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/TwilightPrincessHD_Resolution/15e4acf324eb0912_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/15e4acf324eb0912_0000000000000000_vs.txt index 24396a80..5c96f35d 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/15e4acf324eb0912_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/15e4acf324eb0912_0000000000000000_vs.txt @@ -2,39 +2,15 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 15e4acf324eb0912 missing //map mission objectives missing const float UIx = $UIAspectX; const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -141,7 +117,7 @@ PV0f.z = tempf.x; PV0f.w = tempf.x; R1f.w = tempf.x; // export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w); // export // skipped export to semanticId 255 // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/18893ce415f2fcc7_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/18893ce415f2fcc7_0000000000000000_vs.txt index 9aa7a347..f919cc49 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/18893ce415f2fcc7_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/18893ce415f2fcc7_0000000000000000_vs.txt @@ -2,38 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 18893ce415f2fcc7 //Map icon position const float UIx = $UIAspectX; const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -140,7 +116,7 @@ PV0f.z = tempf.x; PV0f.w = tempf.x; R1f.w = tempf.x; // export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w); // export // skipped export to semanticId 255 // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/1caed2ca3d14f36b_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/1caed2ca3d14f36b_0000000000000000_vs.txt index 4c06ea74..0e6f672a 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/1caed2ca3d14f36b_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/1caed2ca3d14f36b_0000000000000000_vs.txt @@ -2,38 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 1caed2ca3d14f36b //object box bg 2 const float UIx = $UIAspectX; const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[10]; -}; -#else -uniform ivec4 uf_remappedVS[10]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -136,7 +112,7 @@ R1f.w = tempf.x; R0f.xyz = vec3(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z)); R0f.w = intBitsToFloat(uf_remappedVS[7].w); // export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // 0 diff --git a/Resolutions/TwilightPrincessHD_Resolution/24b09ef9b11b98d5_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/24b09ef9b11b98d5_0000000000000000_vs.txt index 726b781e..1ba3f153 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/24b09ef9b11b98d5_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/24b09ef9b11b98d5_0000000000000000_vs.txt @@ -2,40 +2,16 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 24b09ef9b11b98d5 //UI text front const float UIx = $UIAspectX; const float UIy = $UIAspectY; const float UItransp = $UItransp; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -141,7 +117,7 @@ PV0f.z = tempf.x; PV0f.w = tempf.x; R3f.w = tempf.x; // export -SET_POSITION(vec4(R3f.x*UIx, R3f.y*UIy, R3f.z, R3f.w)); +gl_Position = vec4(R3f.x*UIx, R3f.y*UIy, R3f.z, R3f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w*UItransp); // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/27b429c755f71162_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/27b429c755f71162_0000000000000000_vs.txt index fdc1fe9a..2a072c2c 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/27b429c755f71162_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/27b429c755f71162_0000000000000000_vs.txt @@ -2,38 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 27b429c755f71162 //Map arrows const float UIx = $UIAspectX; const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[11]; -}; -#else -uniform ivec4 uf_remappedVS[11]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -146,7 +122,7 @@ R2f.w = tempf.x; R5f.z = R126f.w; PS0f = R5f.z; // export -SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w)); +gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/4f5f72f9eec53a90_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/4f5f72f9eec53a90_0000000000000000_vs.txt index 75db23eb..625616b6 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/4f5f72f9eec53a90_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/4f5f72f9eec53a90_0000000000000000_vs.txt @@ -2,38 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 4f5f72f9eec53a90 //BG box 3 const float UIx = $UIAspectX; const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[9]; -}; -#else -uniform ivec4 uf_remappedVS[9]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -140,7 +116,7 @@ PV0f.z = tempf.x; PV0f.w = tempf.x; R2f.w = tempf.x; // export -SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w)); +gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/5f2ae4dbd2256d0c_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/5f2ae4dbd2256d0c_0000000000000000_vs.txt index 15d24d96..87aad91c 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/5f2ae4dbd2256d0c_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/5f2ae4dbd2256d0c_0000000000000000_vs.txt @@ -2,38 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 5f2ae4dbd2256d0c //minimap const float UIx = $UIAspectX; const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -139,7 +115,7 @@ PV0f.z = tempf.x; PV0f.w = tempf.x; R1f.w = tempf.x; // export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w); // export passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/6dc0977212eae7b3_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/6dc0977212eae7b3_0000000000000000_vs.txt index e419a2ff..55c9a54c 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/6dc0977212eae7b3_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/6dc0977212eae7b3_0000000000000000_vs.txt @@ -2,40 +2,16 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 6dc0977212eae7b3 //hearts const float UIx = $UIAspectX; const float UIy = $UIAspectY; const float UItransp = $UItransp; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -144,7 +120,7 @@ PV0f.z = tempf.x; PV0f.w = tempf.x; R2f.w = tempf.x; // export -SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w)); +gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w*UItransp); // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/70e776430cd020a9_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/70e776430cd020a9_0000000000000000_vs.txt index b77bcdf2..53c6fcd1 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/70e776430cd020a9_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/70e776430cd020a9_0000000000000000_vs.txt @@ -2,37 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 70e776430cd020a9 //box bg 5 const float UIx = $UIAspectX; const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[10]; -}; -#else -uniform ivec4 uf_remappedVS[10]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -140,7 +116,7 @@ R1f.w = tempf.x; R0f.xyz = vec3(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z)); R0f.w = intBitsToFloat(uf_remappedVS[7].w); // export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/7674f1be5f1b1e0c_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/7674f1be5f1b1e0c_0000000000000000_vs.txt index e0eb5185..ea6a78be 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/7674f1be5f1b1e0c_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/7674f1be5f1b1e0c_0000000000000000_vs.txt @@ -2,38 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 7674f1be5f1b1e0c //object box BG const float UIx = $UIAspectX; const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[9]; -}; -#else -uniform ivec4 uf_remappedVS[9]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -140,7 +116,7 @@ PV0f.z = tempf.x; PV0f.w = tempf.x; R2f.w = tempf.x; // export -SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w)); +gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/7c5a0f2532be049f_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/7c5a0f2532be049f_0000000000000000_vs.txt index 388af93a..40b55fca 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/7c5a0f2532be049f_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/7c5a0f2532be049f_0000000000000000_vs.txt @@ -2,39 +2,15 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 7c5a0f2532be049f //Map highlight const float UIx = $UIAspectX; const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -143,7 +119,7 @@ PV0f.z = tempf.x; PV0f.w = tempf.x; R2f.w = tempf.x; // export -SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w)); +gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/7fc573264230ed00_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/7fc573264230ed00_0000000000000000_vs.txt index 060bd5e4..d6a48db7 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/7fc573264230ed00_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/7fc573264230ed00_0000000000000000_vs.txt @@ -2,37 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 7fc573264230ed00 //lights bloom sensor const float UIx = $UIAspectX; const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[10]; -}; -#else -uniform ivec4 uf_remappedVS[10]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -135,7 +111,7 @@ R1f.w = tempf.x; R0f.xyz = vec3(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z)); R0f.w = intBitsToFloat(uf_remappedVS[7].w); // export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // 0 diff --git a/Resolutions/TwilightPrincessHD_Resolution/827afe113fd67658_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/827afe113fd67658_0000000000000000_vs.txt index 1b0467bc..8a27d4e9 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/827afe113fd67658_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/827afe113fd67658_0000000000000000_vs.txt @@ -2,39 +2,15 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 827afe113fd67658 //lamp oil indicator const float UIx = $UIAspectX; const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[9]; -}; -#else -uniform ivec4 uf_remappedVS[9]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -137,7 +113,7 @@ PV0f.z = tempf.x; PV0f.w = tempf.x; R2f.w = tempf.x; // export -SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w)); +gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // 0 diff --git a/Resolutions/TwilightPrincessHD_Resolution/85b15b7fe92662bb_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/85b15b7fe92662bb_0000000000000000_vs.txt index 004871dc..5733212e 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/85b15b7fe92662bb_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/85b15b7fe92662bb_0000000000000000_vs.txt @@ -2,39 +2,15 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 85b15b7fe92662bb //map dungeon BG const float UIx = $UIAspectX; const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -140,7 +116,7 @@ PV0f.z = tempf.x; PV0f.w = tempf.x; R1f.w = tempf.x; // export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w); // export passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/95a5a89d62998e0d_0000000000000079_ps.txt b/Resolutions/TwilightPrincessHD_Resolution/95a5a89d62998e0d_0000000000000079_ps.txt index e72cc436..ad28ce48 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/95a5a89d62998e0d_0000000000000079_ps.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/95a5a89d62998e0d_0000000000000079_ps.txt @@ -1,37 +1,12 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 95a5a89d62998e0d // blur -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf59ff000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf59ff000 res 480x270x1 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 layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -63,7 +38,7 @@ ivec4 ARi = ivec4(0); bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; -R0f = GET_FRAGCOORD(); +R0f = vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw); scaler = uf_fragCoordScale.x; // 0 R7f.x = R0f.x * intBitsToFloat(0x3b088889); diff --git a/Resolutions/TwilightPrincessHD_Resolution/acbedb86f89efae4_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/acbedb86f89efae4_0000000000000000_vs.txt index c82e28ed..a51c310d 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/acbedb86f89efae4_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/acbedb86f89efae4_0000000000000000_vs.txt @@ -2,38 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader acbedb86f89efae4 //mapscreen bg const float UIx = $UIAspectX; const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -139,7 +115,7 @@ PV0f.z = tempf.x; PV0f.w = tempf.x; R1f.w = tempf.x; // export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w); // export passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/aebb1e76797684a2_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/aebb1e76797684a2_0000000000000000_vs.txt index c650bddd..0c1e2dde 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/aebb1e76797684a2_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/aebb1e76797684a2_0000000000000000_vs.txt @@ -2,38 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader aebb1e76797684a2 //UI text bg const float UIx = $UIAspectX; const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -142,7 +118,7 @@ PV0f.z = tempf.x; PV0f.w = tempf.x; R2f.w = tempf.x; // export -SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w)); +gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/b5241d6db4feef42_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/b5241d6db4feef42_0000000000000000_vs.txt index 2a4a551f..d34e75de 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/b5241d6db4feef42_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/b5241d6db4feef42_0000000000000000_vs.txt @@ -2,37 +2,13 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader b5241d6db4feef42 //selection highlight const float UIx = $UIAspectX; const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[10]; -}; -#else -uniform ivec4 uf_remappedVS[10]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -140,7 +116,7 @@ R1f.w = tempf.x; R0f.xyz = vec3(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z)); R0f.w = intBitsToFloat(uf_remappedVS[7].w); // export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/c14019840473ff86_00000000000003c9_ps.txt b/Resolutions/TwilightPrincessHD_Resolution/c14019840473ff86_00000000000003c9_ps.txt index a25db2ee..d3e787d2 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/c14019840473ff86_00000000000003c9_ps.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/c14019840473ff86_00000000000003c9_ps.txt @@ -1,38 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader c14019840473ff86 //scale boxblur fx -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5187000 res 1920x1080x1 dim 1 tm: 4 format 0011 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 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 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5187000 res 1920x1080x1 dim 1 tm: 4 format 0011 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/TwilightPrincessHD_Resolution/c612390d4c70f430_0000000000000079_ps.txt b/Resolutions/TwilightPrincessHD_Resolution/c612390d4c70f430_0000000000000079_ps.txt index 77d43256..7b584bb4 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/c612390d4c70f430_0000000000000079_ps.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/c612390d4c70f430_0000000000000079_ps.txt @@ -1,37 +1,12 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader c612390d4c70f430 //cutscene focus n bloom -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[5]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[5]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf597f000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf597f000 res 480x270x1 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 layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -63,7 +38,7 @@ ivec4 ARi = ivec4(0); bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; -R0f = GET_FRAGCOORD(); +R0f = vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw); scaler = uf_fragCoordScale.x; // 0 R7f.x = R0f.x * intBitsToFloat(0x3b088889); diff --git a/Resolutions/TwilightPrincessHD_Resolution/cac95df4d2d6f5b8_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/cac95df4d2d6f5b8_0000000000000000_vs.txt index bc1d007b..17d434e3 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/cac95df4d2d6f5b8_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/cac95df4d2d6f5b8_0000000000000000_vs.txt @@ -2,36 +2,12 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader cac95df4d2d6f5b8 const float UIx = $UIAspectX; const float UIy = $UIAspectY; //Remove cutscene box -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[8]; -}; -#else -uniform ivec4 uf_remappedVS[8]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; diff --git a/Resolutions/TwilightPrincessHD_Resolution/ce7aa5fffc34aab0_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/ce7aa5fffc34aab0_0000000000000000_vs.txt index 27560b2e..c795378f 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/ce7aa5fffc34aab0_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/ce7aa5fffc34aab0_0000000000000000_vs.txt @@ -2,39 +2,15 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader ce7aa5fffc34aab0 //action buttons const float UIx = $UIAspectX; const float UIy = $UIAspectY; const float UItransp = $UItransp; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -140,7 +116,7 @@ PV0f.z = tempf.x; PV0f.w = tempf.x; R3f.w = tempf.x; // export -SET_POSITION(vec4(R3f.x*UIx, R3f.y*UIy, R3f.z, R3f.w)); +gl_Position = vec4(R3f.x*UIx, R3f.y*UIy, R3f.z, R3f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w*UItransp); // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/e9d455979cba2505_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/e9d455979cba2505_0000000000000000_vs.txt index 9999e905..f805c551 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/e9d455979cba2505_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/e9d455979cba2505_0000000000000000_vs.txt @@ -2,39 +2,15 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader e9d455979cba2505 //dungeon objects const float UIx = $UIAspectX; const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -141,7 +117,7 @@ PV0f.z = tempf.x; PV0f.w = tempf.x; R1f.w = tempf.x; // export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w); // export // skipped export to semanticId 255 // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/eec9403a9d54137e_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/eec9403a9d54137e_0000000000000000_vs.txt index 83b97b45..d8edd868 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/eec9403a9d54137e_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/eec9403a9d54137e_0000000000000000_vs.txt @@ -2,38 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader eec9403a9d54137e //Map bg middle layer const float UIx = $UIAspectX; const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -142,7 +118,7 @@ PV0f.z = tempf.x; PV0f.w = tempf.x; R2f.w = tempf.x; // export -SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w)); +gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/f017fcfaf1bd28ab_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/f017fcfaf1bd28ab_0000000000000000_vs.txt index 4ac75f5c..5afb080e 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/f017fcfaf1bd28ab_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/f017fcfaf1bd28ab_0000000000000000_vs.txt @@ -2,38 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader f017fcfaf1bd28ab const float UIx = $UIAspectX; const float UIy = $UIAspectY; //amiibo -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -138,7 +114,7 @@ PV0f.z = tempf.x; PV0f.w = tempf.x; R1f.w = tempf.x; // export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w); // export passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/f5034fe4aa1fec23_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/f5034fe4aa1fec23_0000000000000000_vs.txt index 209dfbf6..3d3529e2 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/f5034fe4aa1fec23_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/f5034fe4aa1fec23_0000000000000000_vs.txt @@ -2,39 +2,15 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader f5034fe4aa1fec23 //map fade const float UIx = $UIAspectX; const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -143,7 +119,7 @@ PV0f.z = tempf.x; PV0f.w = tempf.x; R2f.w = tempf.x; // export -SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w)); +gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/fc148873ef522f50_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/fc148873ef522f50_0000000000000000_vs.txt index afa07413..cf954f5d 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/fc148873ef522f50_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/fc148873ef522f50_0000000000000000_vs.txt @@ -2,38 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader fc148873ef522f50 // objective shadow const float UIx = $UIAspectX; const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; out gl_PerVertex { vec4 gl_Position; @@ -143,7 +119,7 @@ PV0f.z = tempf.x; PV0f.w = tempf.x; R2f.w = tempf.x; // export -SET_POSITION(vec4(R2f.x*UIx, R2f.y, R2f.z, R2f.w)); +gl_Position = vec4(R2f.x*UIx, R2f.y, R2f.z, R2f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/rules.txt b/Resolutions/TwilightPrincessHD_Resolution/rules.txt index 9315cc6a..307b0fa5 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/rules.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 000500001019C800,000500001019E600,000500001019E500 name = Resolution path = "The Legend of Zelda: Twilight Princess HD/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1920x1080 (Native) diff --git a/Resolutions/WindWakerHD_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt b/Resolutions/WindWakerHD_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt index f1f896bb..faf6e4bb 100644 --- a/Resolutions/WindWakerHD_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt +++ b/Resolutions/WindWakerHD_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt @@ -2,40 +2,15 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 1f83c0d47b1c4c34 //box downscale const float resXScale = (float($height)/float($gameHeight)); const float resYScale = (float($width)/float($gameWidth)); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -98,7 +73,7 @@ PS1f = R2f.x; // 2 R2f.w = PV1f.x; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // 0 diff --git a/Resolutions/WindWakerHD_Resolution/4ffa96d07cd53c34_0000000000000000_vs.txt b/Resolutions/WindWakerHD_Resolution/4ffa96d07cd53c34_0000000000000000_vs.txt index 588fb56c..8134bcc5 100644 --- a/Resolutions/WindWakerHD_Resolution/4ffa96d07cd53c34_0000000000000000_vs.txt +++ b/Resolutions/WindWakerHD_Resolution/4ffa96d07cd53c34_0000000000000000_vs.txt @@ -2,23 +2,6 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 4ffa96d07cd53c34 const float resXScale = (float($height)/float($gameHeight)); @@ -26,18 +9,10 @@ const float resYScale = (float($height)/float($gameHeight)); //box low res (bloom?) -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -106,7 +81,7 @@ R0f.y = R127f.x; R0f.z = PV1f.z; R2f.w = PV1f.z; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R2f.x, R2f.y, R2f.x, R2f.w); // export diff --git a/Resolutions/WindWakerHD_Resolution/842a19b509f8b91a_0000000000000000_vs.txt b/Resolutions/WindWakerHD_Resolution/842a19b509f8b91a_0000000000000000_vs.txt index 9e34f20c..7d2178c7 100644 --- a/Resolutions/WindWakerHD_Resolution/842a19b509f8b91a_0000000000000000_vs.txt +++ b/Resolutions/WindWakerHD_Resolution/842a19b509f8b91a_0000000000000000_vs.txt @@ -2,39 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 842a19b509f8b91a //vertical pass bloom const float resYScale = (float($height)/float($gameHeight)); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -117,7 +92,7 @@ PS1f = R2f.z; // 4 R4f.xzw = vec3(R2f.x,PS1f,R2f.y); // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/WindWakerHD_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt b/Resolutions/WindWakerHD_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt index 0bf7b2a8..cb9973e2 100644 --- a/Resolutions/WindWakerHD_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt +++ b/Resolutions/WindWakerHD_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt @@ -2,39 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 8d68a0e3561ff525 //horiztontal bloom pass const float resXScale = (float($width)/float($gameWidth)); -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -115,7 +90,7 @@ R2f.y = backupReg0f + -(R126f.y); R2f.z = backupReg0f + R126f.y; R2f.w = backupReg0f; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/WindWakerHD_Resolution/rules.txt b/Resolutions/WindWakerHD_Resolution/rules.txt index 1aa186de..2075a1d8 100644 --- a/Resolutions/WindWakerHD_Resolution/rules.txt +++ b/Resolutions/WindWakerHD_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010143400,0005000010143600,0005000010143500 name = Resolution path = "The Legend of Zelda: The Wind Waker HD/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1920x1080 Default diff --git a/Resolutions/XenobladeX_Resolution/007148d1db7f78e7_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/007148d1db7f78e7_0000000000000000_vs.txt index 6628c698..7dce6f86 100644 --- a/Resolutions/XenobladeX_Resolution/007148d1db7f78e7_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/007148d1db7f78e7_0000000000000000_vs.txt @@ -2,47 +2,22 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 007148d1db7f78e7 //fog clouds -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[27]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[27]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; -ATTR_LAYOUT(0, 11) in uvec4 attrDataSem11; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; +layout(location = 11) in uvec4 attrDataSem11; out gl_PerVertex { vec4 gl_Position; @@ -1422,7 +1397,7 @@ R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(uf_re float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) -SET_POSITION(vec4(intBitsToFloat(R4i.x)*(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w))); +gl_Position = vec4(intBitsToFloat(R4i.x)*(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/0b8b33c2f133a514_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/0b8b33c2f133a514_0000000000000000_vs.txt index f6412669..1ba1395b 100644 --- a/Resolutions/XenobladeX_Resolution/0b8b33c2f133a514_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/0b8b33c2f133a514_0000000000000000_vs.txt @@ -1,46 +1,21 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 0b8b33c2f133a514 //transport flame 3 *dumped* -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[27]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[27]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; out gl_PerVertex { vec4 gl_Position; @@ -1392,7 +1367,7 @@ R1i.z = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_remappedVS[2 float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) -SET_POSITION(vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w))); +gl_Position = vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/0dbac1e3ebdc5c02_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/0dbac1e3ebdc5c02_0000000000000000_vs.txt index 742a78ee..43ec7bba 100644 --- a/Resolutions/XenobladeX_Resolution/0dbac1e3ebdc5c02_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/0dbac1e3ebdc5c02_0000000000000000_vs.txt @@ -1,45 +1,20 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 0dbac1e3ebdc5c02 // float arrow ingame *dumped* -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[27]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[27]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; out gl_PerVertex { vec4 gl_Position; @@ -1375,7 +1350,7 @@ R1i.z = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_remappedVS[2 float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) -SET_POSITION(vec4(intBitsToFloat(R0i.x) *(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w))); +gl_Position = vec4(intBitsToFloat(R0i.x) *(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/14f760ff4d6b05f5_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/14f760ff4d6b05f5_0000000000000000_vs.txt index a5866465..fd30aef7 100644 --- a/Resolutions/XenobladeX_Resolution/14f760ff4d6b05f5_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/14f760ff4d6b05f5_0000000000000000_vs.txt @@ -2,43 +2,18 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 14f760ff4d6b05f5 //muzzle flash -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[24]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[24]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem6; +layout(location = 6) in uvec4 attrDataSem7; +layout(location = 7) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -314,7 +289,7 @@ PS1i = R6i.x; float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) -SET_POSITION(vec4(intBitsToFloat(R2i.x)*(origRatio / newRatio), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w))); +gl_Position = vec4(intBitsToFloat(R2i.x)*(origRatio / newRatio), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // 0 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(R7i.x),intBitsToFloat(R7i.y),intBitsToFloat(R5i.z),0.0))); PV0i.x = tempi.x; diff --git a/Resolutions/XenobladeX_Resolution/1f915b133a255dab_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/1f915b133a255dab_0000000000000000_vs.txt index 2ee2b48f..e7b1247e 100644 --- a/Resolutions/XenobladeX_Resolution/1f915b133a255dab_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/1f915b133a255dab_0000000000000000_vs.txt @@ -1,38 +1,12 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 1f915b133a255dab //battle graph, dumped -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_uniformRegisterVS[256]; uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform float uf_alphaTestRef; -}; -#else -uniform ivec4 uf_uniformRegisterVS[256]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -uniform float uf_alphaTestRef; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; @@ -224,7 +198,7 @@ R2i.w = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].z) * intBit float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) -SET_POSITION(vec4(intBitsToFloat(R1i.x)*(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w))); +gl_Position = vec4(intBitsToFloat(R1i.x)*(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/20075cc6cf058a84_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/20075cc6cf058a84_0000000000000000_vs.txt index 9721988b..51401071 100644 --- a/Resolutions/XenobladeX_Resolution/20075cc6cf058a84_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/20075cc6cf058a84_0000000000000000_vs.txt @@ -1,44 +1,19 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 20075cc6cf058a84 // skell intro smoke -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[26]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[26]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -1295,7 +1270,7 @@ float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)); // *(origRatio / newRatio) -SET_POSITION(vec4(intBitsToFloat(R10i.x)*(origRatio / newRatio), intBitsToFloat(R10i.y), intBitsToFloat(R10i.z), intBitsToFloat(R10i.w))); +gl_Position = vec4(intBitsToFloat(R10i.x)*(origRatio / newRatio), intBitsToFloat(R10i.y), intBitsToFloat(R10i.z), intBitsToFloat(R10i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/21eafb6c514a4b35_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/21eafb6c514a4b35_0000000000000000_vs.txt index fcf97611..28a7a2ac 100644 --- a/Resolutions/XenobladeX_Resolution/21eafb6c514a4b35_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/21eafb6c514a4b35_0000000000000000_vs.txt @@ -2,47 +2,22 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 21eafb6c514a4b35 //flash creature -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[27]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[27]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; -ATTR_LAYOUT(0, 11) in uvec4 attrDataSem11; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; +layout(location = 11) in uvec4 attrDataSem11; out gl_PerVertex { vec4 gl_Position; @@ -1409,7 +1384,7 @@ float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) -SET_POSITION(vec4(intBitsToFloat(R4i.x)*(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w))); +gl_Position = vec4(intBitsToFloat(R4i.x)*(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/2716141e287247da_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/2716141e287247da_0000000000000000_vs.txt index b19b34de..c88c57d2 100644 --- a/Resolutions/XenobladeX_Resolution/2716141e287247da_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/2716141e287247da_0000000000000000_vs.txt @@ -1,46 +1,21 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 2716141e287247da //transport heat waves, desert -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[21]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[21]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; out gl_PerVertex { vec4 gl_Position; @@ -1309,7 +1284,7 @@ R0i.w = ((PV0i.x == 0)?(backupReg1i):(0x3f800000)); float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) -SET_POSITION(vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w))); +gl_Position = vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/330acac562ddee2b_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/330acac562ddee2b_0000000000000000_vs.txt index b8d90485..628d3c62 100644 --- a/Resolutions/XenobladeX_Resolution/330acac562ddee2b_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/330acac562ddee2b_0000000000000000_vs.txt @@ -1,45 +1,20 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 330acac562ddee2b // waterfall splash closeup -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[27]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[27]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; out gl_PerVertex { vec4 gl_Position; @@ -1403,7 +1378,7 @@ R1i.w = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(uf_remappedVS[19 float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; -SET_POSITION(vec4(intBitsToFloat(R4i.x)*(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w))); +gl_Position = vec4(intBitsToFloat(R4i.x)*(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/3fae14064195391b_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/3fae14064195391b_0000000000000000_vs.txt index 69b3789a..3bb7d981 100644 --- a/Resolutions/XenobladeX_Resolution/3fae14064195391b_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/3fae14064195391b_0000000000000000_vs.txt @@ -2,46 +2,21 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 3fae14064195391b //ockserve engine late game -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[21]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[21]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; out gl_PerVertex { vec4 gl_Position; @@ -1311,7 +1286,7 @@ float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) // export -SET_POSITION(vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w))); +gl_Position = vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/4c66e611ad14aabe_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/4c66e611ad14aabe_0000000000000000_vs.txt index a69fa7c0..d61b30cc 100644 --- a/Resolutions/XenobladeX_Resolution/4c66e611ad14aabe_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/4c66e611ad14aabe_0000000000000000_vs.txt @@ -2,42 +2,17 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 4c66e611ad14aabe //intro dive splash -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[24]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[24]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem7; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem5; +layout(location = 5) in uvec4 attrDataSem6; +layout(location = 6) in uvec4 attrDataSem7; out gl_PerVertex { vec4 gl_Position; @@ -305,7 +280,7 @@ PS1i = R8i.z; float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) -SET_POSITION(vec4(intBitsToFloat(R2i.x)*(origRatio / newRatio), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w))); +gl_Position = vec4(intBitsToFloat(R2i.x)*(origRatio / newRatio), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // 0 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R6i.z),-0.0),vec4(intBitsToFloat(R6i.x),intBitsToFloat(R6i.y),intBitsToFloat(R4i.z),0.0))); PV0i.x = tempi.x; diff --git a/Resolutions/XenobladeX_Resolution/5a41baf724c1cff3_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/5a41baf724c1cff3_0000000000000000_vs.txt index dc42657e..72f99085 100644 --- a/Resolutions/XenobladeX_Resolution/5a41baf724c1cff3_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/5a41baf724c1cff3_0000000000000000_vs.txt @@ -1,45 +1,20 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 5a41baf724c1cff3 // reflection water crystal -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[27]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[27]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; out gl_PerVertex { vec4 gl_Position; @@ -1404,7 +1379,7 @@ float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) // export -SET_POSITION(vec4(intBitsToFloat(R4i.x) *(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w))); +gl_Position = vec4(intBitsToFloat(R4i.x) *(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/6093720c5ca6289c_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/6093720c5ca6289c_0000000000000000_vs.txt index 4b6636c0..7db7bff5 100644 --- a/Resolutions/XenobladeX_Resolution/6093720c5ca6289c_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/6093720c5ca6289c_0000000000000000_vs.txt @@ -2,41 +2,16 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 6093720c5ca6289c //lensflare -#ifdef VULKAN -layout(set = 0, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedVS[8]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[8]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -TEXTURE_LAYOUT(32, 0, 0) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf5f0a000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf5f0a000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; out gl_PerVertex { vec4 gl_Position; @@ -533,7 +508,7 @@ R0i.w = ((PV1i.z == 0)?(R9i.y):(0x3f800000)); float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) -SET_POSITION(vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w))); +gl_Position = vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/610a9c4cb60b0bdf_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/610a9c4cb60b0bdf_0000000000000000_vs.txt index ce9fd831..72d48423 100644 --- a/Resolutions/XenobladeX_Resolution/610a9c4cb60b0bdf_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/610a9c4cb60b0bdf_0000000000000000_vs.txt @@ -2,42 +2,17 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 610a9c4cb60b0bdf //flashlight -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[13]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[13]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem7; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem5; +layout(location = 5) in uvec4 attrDataSem6; +layout(location = 6) in uvec4 attrDataSem7; out gl_PerVertex { vec4 gl_Position; @@ -291,7 +266,7 @@ float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) -SET_POSITION(vec4(intBitsToFloat(R1i.x)*(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w))); +gl_Position = vec4(intBitsToFloat(R1i.x)*(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/622450648ddbf1b2_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/622450648ddbf1b2_0000000000000000_vs.txt index d87e864c..17867313 100644 --- a/Resolutions/XenobladeX_Resolution/622450648ddbf1b2_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/622450648ddbf1b2_0000000000000000_vs.txt @@ -1,43 +1,18 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 622450648ddbf1b2 //car lights (float vs?) -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[10]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[10]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -474,7 +449,7 @@ R2i.z = floatBitsToInt(-(intBitsToFloat(PV1i.x))); float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; -SET_POSITION(vec4(intBitsToFloat(R3i.x)*(origRatio / newRatio), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w))); +gl_Position = vec4(intBitsToFloat(R3i.x)*(origRatio / newRatio), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.y), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/738c509776f2c113_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/738c509776f2c113_0000000000000000_vs.txt index 878ef842..616e4bd1 100644 --- a/Resolutions/XenobladeX_Resolution/738c509776f2c113_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/738c509776f2c113_0000000000000000_vs.txt @@ -1,43 +1,18 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 738c509776f2c113 // front lights -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[10]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[10]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -476,7 +451,7 @@ R2i.z = floatBitsToInt(-(intBitsToFloat(PV1i.x))); float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; -SET_POSITION(vec4(intBitsToFloat(R3i.x)*(origRatio / newRatio), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w))); +gl_Position = vec4(intBitsToFloat(R3i.x)*(origRatio / newRatio), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.y), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/7d2d26ba00a66735_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/7d2d26ba00a66735_0000000000000000_vs.txt index 902ecf15..b307682b 100644 --- a/Resolutions/XenobladeX_Resolution/7d2d26ba00a66735_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/7d2d26ba00a66735_0000000000000000_vs.txt @@ -2,48 +2,23 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 7d2d26ba00a66735 // waterfall cascade -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[27]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[27]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; -ATTR_LAYOUT(0, 11) in uvec4 attrDataSem11; -ATTR_LAYOUT(0, 12) in uvec4 attrDataSem12; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; +layout(location = 11) in uvec4 attrDataSem11; +layout(location = 12) in uvec4 attrDataSem12; out gl_PerVertex { vec4 gl_Position; @@ -1423,7 +1398,7 @@ float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) -SET_POSITION(vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w))); +gl_Position = vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/7ec11ebc6ad99936_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/7ec11ebc6ad99936_0000000000000000_vs.txt index 5a8a84e2..bb26088d 100644 --- a/Resolutions/XenobladeX_Resolution/7ec11ebc6ad99936_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/7ec11ebc6ad99936_0000000000000000_vs.txt @@ -1,48 +1,23 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 7ec11ebc6ad99936 //Raindrops opening scene -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[27]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[27]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; -ATTR_LAYOUT(0, 11) in uvec4 attrDataSem11; -ATTR_LAYOUT(0, 12) in uvec4 attrDataSem12; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; +layout(location = 11) in uvec4 attrDataSem11; +layout(location = 12) in uvec4 attrDataSem12; out gl_PerVertex { vec4 gl_Position; @@ -1418,7 +1393,7 @@ R1i.z = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_remappedVS[2 float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) -SET_POSITION(vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w))); +gl_Position = vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/8236d4df96d36e25_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/8236d4df96d36e25_0000000000000000_vs.txt index 38878ff8..28b30940 100644 --- a/Resolutions/XenobladeX_Resolution/8236d4df96d36e25_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/8236d4df96d36e25_0000000000000000_vs.txt @@ -2,43 +2,18 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 8236d4df96d36e25 //invation cutscene skell weapons -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[13]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[13]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem6; +layout(location = 6) in uvec4 attrDataSem7; +layout(location = 7) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -301,7 +276,7 @@ R3i.z = floatBitsToInt(max(intBitsToFloat(R4i.z), 0.0)); float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) -SET_POSITION(vec4(intBitsToFloat(R1i.x)*(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w))); +gl_Position = vec4(intBitsToFloat(R1i.x)*(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/90bdbafc1c764ae6_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/90bdbafc1c764ae6_0000000000000000_vs.txt index 314deaf1..f3036805 100644 --- a/Resolutions/XenobladeX_Resolution/90bdbafc1c764ae6_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/90bdbafc1c764ae6_0000000000000000_vs.txt @@ -2,46 +2,21 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 90bdbafc1c764ae6 //sand storm clouds pot -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[27]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[27]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; out gl_PerVertex { vec4 gl_Position; @@ -1405,7 +1380,7 @@ float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) // export -SET_POSITION(vec4(intBitsToFloat(R4i.x)*(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w))); +gl_Position = vec4(intBitsToFloat(R4i.x)*(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/948500d0191d1ed8_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/948500d0191d1ed8_0000000000000000_vs.txt index 6fe0e182..2401d2b7 100644 --- a/Resolutions/XenobladeX_Resolution/948500d0191d1ed8_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/948500d0191d1ed8_0000000000000000_vs.txt @@ -2,44 +2,19 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 948500d0191d1ed8 // invation cutscene skell lights -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[13]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[13]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem9; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem6; +layout(location = 6) in uvec4 attrDataSem7; +layout(location = 7) in uvec4 attrDataSem8; +layout(location = 8) in uvec4 attrDataSem9; out gl_PerVertex { vec4 gl_Position; @@ -313,7 +288,7 @@ PS0i = R1i.z; float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) -SET_POSITION(vec4(intBitsToFloat(R9i.x)*(origRatio / newRatio), intBitsToFloat(R9i.y), intBitsToFloat(R9i.z), intBitsToFloat(R9i.w))); +gl_Position = vec4(intBitsToFloat(R9i.x)*(origRatio / newRatio), intBitsToFloat(R9i.y), intBitsToFloat(R9i.z), intBitsToFloat(R9i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/9bc5e526132c9534_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/9bc5e526132c9534_0000000000000000_vs.txt index 3f40297c..87251b20 100644 --- a/Resolutions/XenobladeX_Resolution/9bc5e526132c9534_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/9bc5e526132c9534_0000000000000000_vs.txt @@ -1,39 +1,13 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 9bc5e526132c9534 // selection fill *dumped* -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[11]; uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform float uf_alphaTestRef; -}; -#else -uniform ivec4 uf_remappedVS[11]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -uniform float uf_alphaTestRef; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -157,7 +131,7 @@ R2f.w = (R127f.w * intBitsToFloat(uf_remappedVS[10].w) + PV1f.x); float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) -SET_POSITION(vec4(R2f.x*(origRatio / newRatio), R2f.y, R2f.z, R2f.w)); +gl_Position = vec4(R2f.x*(origRatio / newRatio), R2f.y, R2f.z, R2f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // 0 diff --git a/Resolutions/XenobladeX_Resolution/9dc2d340255dee89_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/9dc2d340255dee89_0000000000000000_vs.txt index f81beff6..67eb354c 100644 --- a/Resolutions/XenobladeX_Resolution/9dc2d340255dee89_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/9dc2d340255dee89_0000000000000000_vs.txt @@ -2,38 +2,13 @@ #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); // shader 9dc2d340255dee89 -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -79,7 +54,7 @@ backupReg1f = R2f.y; R2f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[0].x) + intBitsToFloat(uf_remappedVS[0].z) /resXScale); R2f.y = (backupReg1f * intBitsToFloat(uf_remappedVS[0].y) + intBitsToFloat(uf_remappedVS[0].w) /resXScale); // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); // 0 diff --git a/Resolutions/XenobladeX_Resolution/a225baec4db6d89e_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/a225baec4db6d89e_0000000000000000_vs.txt index f6f6ae87..d099dd6d 100644 --- a/Resolutions/XenobladeX_Resolution/a225baec4db6d89e_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/a225baec4db6d89e_0000000000000000_vs.txt @@ -2,46 +2,21 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader a225baec4db6d89e //flying trails desert -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[27]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[27]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; out gl_PerVertex { vec4 gl_Position; @@ -1404,7 +1379,7 @@ float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) // export -SET_POSITION(vec4(intBitsToFloat(R4i.x) *(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w))); +gl_Position = vec4(intBitsToFloat(R4i.x) *(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/ba529c2c3078fff0_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/ba529c2c3078fff0_0000000000000000_vs.txt index af979ef2..5896ccab 100644 --- a/Resolutions/XenobladeX_Resolution/ba529c2c3078fff0_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/ba529c2c3078fff0_0000000000000000_vs.txt @@ -1,41 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader ba529c2c3078fff0 // rain engine glow // drop frame blend? -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[13]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[13]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem7; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem5; +layout(location = 5) in uvec4 attrDataSem6; +layout(location = 6) in uvec4 attrDataSem7; out gl_PerVertex { vec4 gl_Position; @@ -290,7 +265,7 @@ float newRatio = (float($width)/float($height)) ; // export -SET_POSITION(vec4(intBitsToFloat(R1i.x)*(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w))); +gl_Position = vec4(intBitsToFloat(R1i.x)*(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/c01cc5b7af21f689_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/c01cc5b7af21f689_0000000000000000_vs.txt index 62c51726..88b33abc 100644 --- a/Resolutions/XenobladeX_Resolution/c01cc5b7af21f689_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/c01cc5b7af21f689_0000000000000000_vs.txt @@ -2,46 +2,21 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader c01cc5b7af21f689 //fog skell flight -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[27]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[27]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; out gl_PerVertex { vec4 gl_Position; @@ -1395,7 +1370,7 @@ float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) // export -SET_POSITION(vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w))); +gl_Position = vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/ccc475eb7e537add_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/ccc475eb7e537add_0000000000000000_vs.txt index 3ae5e976..b8507d1e 100644 --- a/Resolutions/XenobladeX_Resolution/ccc475eb7e537add_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/ccc475eb7e537add_0000000000000000_vs.txt @@ -2,42 +2,17 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader ccc475eb7e537add //motion streaks sword -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[22]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[22]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; out gl_PerVertex { vec4 gl_Position; @@ -549,7 +524,7 @@ float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) // export -SET_POSITION(vec4(intBitsToFloat(R9i.x)*(origRatio / newRatio), intBitsToFloat(R9i.y), intBitsToFloat(R9i.z), intBitsToFloat(R9i.w))); +gl_Position = vec4(intBitsToFloat(R9i.x)*(origRatio / newRatio), intBitsToFloat(R9i.y), intBitsToFloat(R9i.z), intBitsToFloat(R9i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/ccc6fb8b53f5f651_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/ccc6fb8b53f5f651_0000000000000000_vs.txt index 60fcef8c..33737511 100644 --- a/Resolutions/XenobladeX_Resolution/ccc6fb8b53f5f651_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/ccc6fb8b53f5f651_0000000000000000_vs.txt @@ -2,47 +2,22 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader ccc6fb8b53f5f651 //flying enemies trails 2 -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[27]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[27]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; -ATTR_LAYOUT(0, 11) in uvec4 attrDataSem11; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; +layout(location = 11) in uvec4 attrDataSem11; out gl_PerVertex { vec4 gl_Position; @@ -1410,7 +1385,7 @@ float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) // export -SET_POSITION(vec4(intBitsToFloat(R4i.x)*(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w))); +gl_Position = vec4(intBitsToFloat(R4i.x)*(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/d0664898dbf28dfa_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/d0664898dbf28dfa_0000000000000000_vs.txt index 4618b4ba..54cbb21d 100644 --- a/Resolutions/XenobladeX_Resolution/d0664898dbf28dfa_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/d0664898dbf28dfa_0000000000000000_vs.txt @@ -1,36 +1,11 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader d0664898dbf28dfa// Pillarbox cutscene fmvs 16:9 -> 21:9 -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -90,7 +65,7 @@ R1f.w = 1.0; float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) -SET_POSITION(vec4(R1f.x*(origRatio / newRatio), R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x*(origRatio / newRatio), R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); // 0 diff --git a/Resolutions/XenobladeX_Resolution/d321199dc854621f_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/d321199dc854621f_0000000000000000_vs.txt index 0aa7272f..25ee46fc 100644 --- a/Resolutions/XenobladeX_Resolution/d321199dc854621f_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/d321199dc854621f_0000000000000000_vs.txt @@ -2,44 +2,19 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader d321199dc854621f //flying enemies trails -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[26]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[26]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -1282,7 +1257,7 @@ float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) // export -SET_POSITION(vec4(intBitsToFloat(R10i.x)*(origRatio / newRatio), intBitsToFloat(R10i.y), intBitsToFloat(R10i.z), intBitsToFloat(R10i.w))); +gl_Position = vec4(intBitsToFloat(R10i.x)*(origRatio / newRatio), intBitsToFloat(R10i.y), intBitsToFloat(R10i.z), intBitsToFloat(R10i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/d7074f19f5ca3b20_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/d7074f19f5ca3b20_0000000000000000_vs.txt index 0cafe04e..93458756 100644 --- a/Resolutions/XenobladeX_Resolution/d7074f19f5ca3b20_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/d7074f19f5ca3b20_0000000000000000_vs.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader d7074f19f5ca3b20 //tower counter -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[14]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[14]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; out gl_PerVertex { vec4 gl_Position; @@ -271,7 +246,7 @@ PS1i = R2i.x; float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) -SET_POSITION(vec4(intBitsToFloat(R1i.x) *(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w))); +gl_Position = vec4(intBitsToFloat(R1i.x) *(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); // export passParameterSem1 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.z)); // 0 diff --git a/Resolutions/XenobladeX_Resolution/df832bc2e6d22e45_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/df832bc2e6d22e45_0000000000000000_vs.txt index 57a9c4bf..47621a45 100644 --- a/Resolutions/XenobladeX_Resolution/df832bc2e6d22e45_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/df832bc2e6d22e45_0000000000000000_vs.txt @@ -1,45 +1,20 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader df832bc2e6d22e45 // water splash drinking -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[27]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[27]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; out gl_PerVertex { vec4 gl_Position; @@ -1390,7 +1365,7 @@ float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) // export -SET_POSITION(vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w))); +gl_Position = vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/dfacd3f8f448aeaa_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/dfacd3f8f448aeaa_0000000000000000_vs.txt index 87827e53..42ad5b9e 100644 --- a/Resolutions/XenobladeX_Resolution/dfacd3f8f448aeaa_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/dfacd3f8f448aeaa_0000000000000000_vs.txt @@ -1,42 +1,17 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader dfacd3f8f448aeaa // car lights streaks -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[26]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[26]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; out gl_PerVertex { vec4 gl_Position; @@ -1276,7 +1251,7 @@ R0i.z = floatBitsToInt((intBitsToFloat(R127i.x) * intBitsToFloat(uf_remappedVS[2 float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; -SET_POSITION(vec4(intBitsToFloat(R12i.x)*(origRatio / newRatio), intBitsToFloat(R12i.y), intBitsToFloat(R12i.z), intBitsToFloat(R12i.w))); +gl_Position = vec4(intBitsToFloat(R12i.x)*(origRatio / newRatio), intBitsToFloat(R12i.y), intBitsToFloat(R12i.z), intBitsToFloat(R12i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/e082c1f638f8e81e_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/e082c1f638f8e81e_0000000000000000_vs.txt index 00b88ed6..6a0eb05e 100644 --- a/Resolutions/XenobladeX_Resolution/e082c1f638f8e81e_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/e082c1f638f8e81e_0000000000000000_vs.txt @@ -1,49 +1,24 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader e082c1f638f8e81e //mask is probably scaled and fixed transparency // transport flame, fog and quest marking, waterfall, computer login float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[27]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[27]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; out gl_PerVertex { vec4 gl_Position; @@ -1379,7 +1354,7 @@ R1i.z = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_remappedVS[2 // *(origRatio / newRatio) // export -SET_POSITION(vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w))); +gl_Position = vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/e99ed318f647e1cf_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/e99ed318f647e1cf_0000000000000000_vs.txt index 1d117eda..dd821b2b 100644 --- a/Resolutions/XenobladeX_Resolution/e99ed318f647e1cf_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/e99ed318f647e1cf_0000000000000000_vs.txt @@ -1,45 +1,20 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader e99ed318f647e1cf // skell lights opening -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[27]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[27]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; out gl_PerVertex { vec4 gl_Position; @@ -1390,7 +1365,7 @@ float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) -SET_POSITION(vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w))); +gl_Position = vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/ec248df3384d3d18_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/ec248df3384d3d18_0000000000000000_vs.txt index 64af0564..c1424ab2 100644 --- a/Resolutions/XenobladeX_Resolution/ec248df3384d3d18_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/ec248df3384d3d18_0000000000000000_vs.txt @@ -2,44 +2,19 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader ec248df3384d3d18 //run dust and shadows intro -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[27]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[27]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem9; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem9; out gl_PerVertex { vec4 gl_Position; @@ -1335,7 +1310,7 @@ float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) // export -SET_POSITION(vec4(intBitsToFloat(R0i.x) *(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w))); +gl_Position = vec4(intBitsToFloat(R0i.x) *(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/eec2c2cee7a1d42f_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/eec2c2cee7a1d42f_0000000000000000_vs.txt index c57b9b9c..7e2a16bc 100644 --- a/Resolutions/XenobladeX_Resolution/eec2c2cee7a1d42f_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/eec2c2cee7a1d42f_0000000000000000_vs.txt @@ -1,46 +1,21 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader eec2c2cee7a1d42f //waterfall splashes cutscene, rain *dumped* -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[27]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[27]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; out gl_PerVertex { vec4 gl_Position; @@ -1403,7 +1378,7 @@ R1i.w = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(uf_remappedVS[19 float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) -SET_POSITION(vec4(intBitsToFloat(R4i.x)*(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w))); +gl_Position = vec4(intBitsToFloat(R4i.x)*(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export diff --git a/Resolutions/XenobladeX_Resolution/fa7054d25fd49999_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/fa7054d25fd49999_0000000000000000_vs.txt index 9057471b..a2dae5b3 100644 --- a/Resolutions/XenobladeX_Resolution/fa7054d25fd49999_0000000000000000_vs.txt +++ b/Resolutions/XenobladeX_Resolution/fa7054d25fd49999_0000000000000000_vs.txt @@ -2,37 +2,12 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader fa7054d25fd49999 //lock line combat -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[4]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[4]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -124,7 +99,7 @@ float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)) ; // *(origRatio / newRatio) // export -SET_POSITION(vec4(R0f.x*(origRatio / newRatio), R0f.y, R0f.z, R0f.w)); +gl_Position = vec4(R0f.x*(origRatio / newRatio), R0f.y, R0f.z, R0f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export diff --git a/Resolutions/XenobladeX_Resolution/fdb5a87dd0368c6b_000000000000f249_ps.txt b/Resolutions/XenobladeX_Resolution/fdb5a87dd0368c6b_000000000000f249_ps.txt index dca40aea..5cc60f0e 100644 --- a/Resolutions/XenobladeX_Resolution/fdb5a87dd0368c6b_000000000000f249_ps.txt +++ b/Resolutions/XenobladeX_Resolution/fdb5a87dd0368c6b_000000000000f249_ps.txt @@ -1,43 +1,18 @@ #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); // shader fdb5a87dd0368c6b //shadow scaling -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[23]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[23]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2DShadow textureUnitPS1;// Tex1 addr 0xf551a000 res 1024x1024x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2DShadow textureUnitPS2;// Tex2 addr 0xf571a000 res 1024x1024x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(3, 1, 3) uniform sampler2DShadow textureUnitPS3;// Tex3 addr 0xf591a000 res 512x512x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 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 +layout(binding = 1) uniform sampler2DShadow textureUnitPS1;// Tex1 addr 0xf551a000 res 1024x1024x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 6 6 6 border: 2 +layout(binding = 2) uniform sampler2DShadow textureUnitPS2;// Tex2 addr 0xf571a000 res 1024x1024x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 6 6 6 border: 2 +layout(binding = 3) uniform sampler2DShadow textureUnitPS3;// Tex3 addr 0xf591a000 res 512x512x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 6 6 6 border: 2 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/XenobladeX_Resolution/rules.txt b/Resolutions/XenobladeX_Resolution/rules.txt index 2ab01ca1..97fb2c71 100644 --- a/Resolutions/XenobladeX_Resolution/rules.txt +++ b/Resolutions/XenobladeX_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00 name = Resolution path = "Xenoblade Chronicles X/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] diff --git a/Resolutions/YoshisWoollyWorld_Resolution/b5082db8c1a44514_0000000000000079_ps.txt b/Resolutions/YoshisWoollyWorld_Resolution/b5082db8c1a44514_0000000000000079_ps.txt index 831d0828..b9bdfb75 100644 --- a/Resolutions/YoshisWoollyWorld_Resolution/b5082db8c1a44514_0000000000000079_ps.txt +++ b/Resolutions/YoshisWoollyWorld_Resolution/b5082db8c1a44514_0000000000000079_ps.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader b5082db8c1a44514 //BGblur vert const float dither = $dither ; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_uniformRegisterPS[256]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_uniformRegisterPS[256]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e14800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e14800 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 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; highp float lineRand(vec2 co) { diff --git a/Resolutions/YoshisWoollyWorld_Resolution/f1f99f18ae69719b_0000000000000079_ps.txt b/Resolutions/YoshisWoollyWorld_Resolution/f1f99f18ae69719b_0000000000000079_ps.txt index 886c28c8..70c6504f 100644 --- a/Resolutions/YoshisWoollyWorld_Resolution/f1f99f18ae69719b_0000000000000079_ps.txt +++ b/Resolutions/YoshisWoollyWorld_Resolution/f1f99f18ae69719b_0000000000000079_ps.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader f1f99f18ae69719b //Bg horizontal const float dither = $dither ; -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_uniformRegisterPS[256]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_uniformRegisterPS[256]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf59d2000 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf59d2000 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 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; highp float lineRand(vec2 co) diff --git a/Resolutions/YoshisWoollyWorld_Resolution/rules.txt b/Resolutions/YoshisWoollyWorld_Resolution/rules.txt index 905d48a9..2d71272e 100644 --- a/Resolutions/YoshisWoollyWorld_Resolution/rules.txt +++ b/Resolutions/YoshisWoollyWorld_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010131F00,0005000010184E00,0005000010184D00 name = Resolution path = "Yoshi's Woolly World/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/ZombiU_Resolution/9993b65e9eb6bb1d_0000000000000079_ps.txt b/Resolutions/ZombiU_Resolution/9993b65e9eb6bb1d_0000000000000079_ps.txt index 70232ce3..b1490410 100644 --- a/Resolutions/ZombiU_Resolution/9993b65e9eb6bb1d_0000000000000079_ps.txt +++ b/Resolutions/ZombiU_Resolution/9993b65e9eb6bb1d_0000000000000079_ps.txt @@ -1,41 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 9993b65e9eb6bb1d //aa const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4385000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4385000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem130; layout(location = 1) in vec4 passParameterSem134; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/ZombiU_Resolution/d121b990e877579c_0000000000079249_ps.txt b/Resolutions/ZombiU_Resolution/d121b990e877579c_0000000000079249_ps.txt index 26753ae6..7ddedc76 100644 --- a/Resolutions/ZombiU_Resolution/d121b990e877579c_0000000000079249_ps.txt +++ b/Resolutions/ZombiU_Resolution/d121b990e877579c_0000000000079249_ps.txt @@ -1,47 +1,22 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader d121b990e877579c //shadow penumbra const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); -#ifdef VULKAN -layout(set = 1, binding = 5) uniform ufBlock -{ uniform ivec4 uf_remappedPS[11]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[11]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(11, 1, 0) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf4001000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(12, 1, 1) uniform sampler2DShadow textureUnitPS12;// Tex12 addr 0x28638000 res 512x512x1 dim 1 tm: 4 format 0005 compSel: 0 0 0 0 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(13, 1, 2) uniform sampler2D textureUnitPS13;// Tex13 addr 0xf4385000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(14, 1, 3) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(15, 1, 4) uniform sampler2D textureUnitPS15;// Tex15 addr 0x1407d800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 0 0 0 mipView: 0x0 (num 0x1 +layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf4001000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 12) uniform sampler2DShadow textureUnitPS12;// Tex12 addr 0x28638000 res 512x512x1 dim 1 tm: 4 format 0005 compSel: 0 0 0 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 13) uniform sampler2D textureUnitPS13;// Tex13 addr 0xf4385000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler13 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0x1407d800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 0 0 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem130; layout(location = 1) in vec4 passParameterSem131; layout(location = 2) in vec4 passParameterSem132; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/ZombiU_Resolution/rules.txt b/Resolutions/ZombiU_Resolution/rules.txt index 8538d33d..da8255e5 100644 --- a/Resolutions/ZombiU_Resolution/rules.txt +++ b/Resolutions/ZombiU_Resolution/rules.txt @@ -3,7 +3,7 @@ titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,0 name = Resolution path = "ZombiU/Graphics/Resolution" description = Changes the resolution of the game. -version = 4 +version = 3 [Preset] name = 1280x720 (Default) diff --git a/Workarounds/Bayonetta2_Portal/e1e83a29eef8fee8_0000000000000000_vs.txt b/Workarounds/Bayonetta2_Portal/e1e83a29eef8fee8_0000000000000000_vs.txt index 77b2fca9..8f9386f7 100644 --- a/Workarounds/Bayonetta2_Portal/e1e83a29eef8fee8_0000000000000000_vs.txt +++ b/Workarounds/Bayonetta2_Portal/e1e83a29eef8fee8_0000000000000000_vs.txt @@ -2,40 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader e1e83a29eef8fee8 // Used for: Hiding the blue layer behind the portal that doesn't appear on the Wii U. -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[7]; uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform float uf_alphaTestRef; -}; -#else -uniform ivec4 uf_remappedVS[7]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -uniform float uf_alphaTestRef; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem5; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem5; out gl_PerVertex { vec4 gl_Position; @@ -244,7 +218,7 @@ R1f.y = PV0f.x + 0.5; R1f.z = R0f.z; R1f.w = R0f.w; // export -SET_POSITION(vec4(0.0, 0.0, 0.0, 0.0)); +gl_Position = vec4(0.0, 0.0, 0.0, 0.0); // export passParameterSem133 = vec4(0.0, 0.0, 0.0, 0.0); // export diff --git a/Workarounds/Bayonetta2_Portal/rules.txt b/Workarounds/Bayonetta2_Portal/rules.txt index f6724ae1..975ea65e 100644 --- a/Workarounds/Bayonetta2_Portal/rules.txt +++ b/Workarounds/Bayonetta2_Portal/rules.txt @@ -3,6 +3,6 @@ titleIds = 0005000010172600,0005000010172700,000500001011B900 name = Hides weird blue texture by blue portals. path = "Bayonetta 2/Workarounds/Portal" description = Hides a weird blue layer by the blue portals that's also not visible on the original console. -version = 4 +version = 3 # For a visual comparison, see this album: https://imgur.com/a/4e3HMS2 \ No newline at end of file diff --git a/Workarounds/BreathOfTheWild_!ShadowFix/09085793b5a9f364_00001ffe492e9249_ps.txt b/Workarounds/BreathOfTheWild_!ShadowFix/09085793b5a9f364_00001ffe492e9249_ps.txt index f8e35155..ca874969 100644 --- a/Workarounds/BreathOfTheWild_!ShadowFix/09085793b5a9f364_00001ffe492e9249_ps.txt +++ b/Workarounds/BreathOfTheWild_!ShadowFix/09085793b5a9f364_00001ffe492e9249_ps.txt @@ -1,49 +1,32 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader d2cb8f8abc8a00bc -UNIFORM_BUFFER_LAYOUT(33, 1, 12) uniform uniformBlockPS1 +layout(binding = 33, std140) uniform uniformBlockPS1 { vec4 uf_blockPS1[1024]; }; -UNIFORM_BUFFER_LAYOUT(38, 1, 13) uniform uniformBlockPS6 +layout(binding = 38, std140) uniform uniformBlockPS6 { vec4 uf_blockPS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(42, 1, 14) uniform uniformBlockPS10 +layout(binding = 42, std140) uniform uniformBlockPS10 { vec4 uf_blockPS10[1024]; }; -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30fe6000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4;// Tex4 addr 0x2448b000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb -TEXTURE_LAYOUT(5, 1, 3) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(6, 1, 4) uniform samplerCubeArray textureUnitPS6;// Tex6 addr 0x3db62800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4 -TEXTURE_LAYOUT(7, 1, 5) uniform sampler2DArray textureUnitPS7;// Tex7 addr 0xf58a8000 res 360x360x3 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(10, 1, 6) uniform sampler2D textureUnitPS10;// Tex10 addr 0x3da22000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(11, 1, 7) uniform sampler2D textureUnitPS11;// Tex11 addr 0x3db3e800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(14, 1, 8) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(15, 1, 9) uniform sampler2D textureUnitPS15;// Tex15 addr 0x30fe8000 res 2000x1600x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x2 -TEXTURE_LAYOUT(16, 1, 10) uniform sampler2D textureUnitPS16;// Tex16 addr 0x3db87000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30fe6000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x2448b000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 0 border: 1 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 6) uniform samplerCubeArray textureUnitPS6;// Tex6 addr 0x3db62800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler6 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 7) uniform sampler2DArray textureUnitPS7;// Tex7 addr 0xf58a8000 res 360x360x3 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x3) Sampler7 ClampX/Y/Z: 6 6 2 border: 2 +layout(binding = 10) uniform sampler2D textureUnitPS10;// Tex10 addr 0x3da22000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler10 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0x3db3e800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 6 6 6 border: 2 +layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0x30fe8000 res 2000x1600x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 1 1 1 border: 1 +layout(binding = 16) uniform sampler2D textureUnitPS16;// Tex16 addr 0x3db87000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem5; @@ -51,14 +34,7 @@ layout(location = 3) in vec4 passParameterSem6; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 2) out vec4 passPixelColor2; -#ifdef VULKAN -layout(set = 1, binding = 11) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 diff --git a/Workarounds/BreathOfTheWild_!ShadowFix/45e72a252caba763_000003c000009269_ps.txt b/Workarounds/BreathOfTheWild_!ShadowFix/45e72a252caba763_000003c000009269_ps.txt index 2d479ace..383c6e01 100644 --- a/Workarounds/BreathOfTheWild_!ShadowFix/45e72a252caba763_000003c000009269_ps.txt +++ b/Workarounds/BreathOfTheWild_!ShadowFix/45e72a252caba763_000003c000009269_ps.txt @@ -1,56 +1,32 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader cbbcf83b05c6d921 -UNIFORM_BUFFER_LAYOUT(33, 1, 7) uniform uniformBlockPS1 +layout(binding = 33, std140) uniform uniformBlockPS1 { vec4 uf_blockPS1[1024]; }; -UNIFORM_BUFFER_LAYOUT(38, 1, 8) uniform uniformBlockPS6 +layout(binding = 38, std140) uniform uniformBlockPS6 { vec4 uf_blockPS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(42, 1, 9) uniform uniformBlockPS10 +layout(binding = 42, std140) uniform uniformBlockPS10 { vec4 uf_blockPS10[1024]; }; -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0x30fe6800 res 32x32x1 dim 1 tm: 2 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x6 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(6, 1, 3) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(7, 1, 4) uniform sampler2DArray textureUnitPS7;// Tex7 addr 0xf557c800 res 720x720x3 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(14, 1, 5) uniform sampler2D textureUnitPS14;// Tex14 addr 0x30fe8000 res 2000x1600x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x2 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x30fe6800 res 32x32x1 dim 1 tm: 2 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x6) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 7) uniform sampler2DArray textureUnitPS7;// Tex7 addr 0xf557c800 res 720x720x3 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x3) Sampler7 ClampX/Y/Z: 6 6 2 border: 2 +layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0x30fe8000 res 2000x1600x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 1 1 1 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem5; layout(location = 2) in vec4 passParameterSem6; layout(location = 5) out vec4 passPixelColor5; -#ifdef VULKAN -layout(set = 1, binding = 6) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Workarounds/BreathOfTheWild_!ShadowFix/59cba7eb9a9c1df6_00000007f924d249_ps.txt b/Workarounds/BreathOfTheWild_!ShadowFix/59cba7eb9a9c1df6_00000007f924d249_ps.txt index bf98e1e2..467ba550 100644 --- a/Workarounds/BreathOfTheWild_!ShadowFix/59cba7eb9a9c1df6_00000007f924d249_ps.txt +++ b/Workarounds/BreathOfTheWild_!ShadowFix/59cba7eb9a9c1df6_00000007f924d249_ps.txt @@ -1,61 +1,37 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 9c98a67271f8cc75 -UNIFORM_BUFFER_LAYOUT(33, 1, 10) uniform uniformBlockPS1 +layout(binding = 33, std140) uniform uniformBlockPS1 { vec4 uf_blockPS1[1024]; }; -UNIFORM_BUFFER_LAYOUT(38, 1, 11) uniform uniformBlockPS6 +layout(binding = 38, std140) uniform uniformBlockPS6 { vec4 uf_blockPS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(42, 1, 12) uniform uniformBlockPS10 +layout(binding = 42, std140) uniform uniformBlockPS10 { vec4 uf_blockPS10[1024]; }; -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30fe6000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4;// Tex4 addr 0x2448b000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb -TEXTURE_LAYOUT(5, 1, 3) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(7, 1, 4) uniform sampler2DArray textureUnitPS7;// Tex7 addr 0xf58a8000 res 360x360x3 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(10, 1, 5) uniform sampler2D textureUnitPS10;// Tex10 addr 0x3da22000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(11, 1, 6) uniform sampler2D textureUnitPS11;// Tex11 addr 0x3db3e800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(14, 1, 7) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(15, 1, 8) uniform sampler2D textureUnitPS15;// Tex15 addr 0x30fe8000 res 2000x1600x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x2 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30fe6000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x2448b000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 0 border: 1 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 7) uniform sampler2DArray textureUnitPS7;// Tex7 addr 0xf58a8000 res 360x360x3 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x3) Sampler7 ClampX/Y/Z: 6 6 2 border: 2 +layout(binding = 10) uniform sampler2D textureUnitPS10;// Tex10 addr 0x3da22000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler10 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0x3db3e800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 6 6 6 border: 2 +layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0x30fe8000 res 2000x1600x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 1 1 1 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem5; layout(location = 3) in vec4 passParameterSem6; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; -#ifdef VULKAN -layout(set = 1, binding = 9) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Workarounds/BreathOfTheWild_!ShadowFix/808ba0411f6f526e_0000007ff9249a49_ps.txt b/Workarounds/BreathOfTheWild_!ShadowFix/808ba0411f6f526e_0000007ff9249a49_ps.txt index 9deabc76..d4929cc6 100644 --- a/Workarounds/BreathOfTheWild_!ShadowFix/808ba0411f6f526e_0000007ff9249a49_ps.txt +++ b/Workarounds/BreathOfTheWild_!ShadowFix/808ba0411f6f526e_0000007ff9249a49_ps.txt @@ -1,47 +1,30 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader a73d770e3204e2e6 -UNIFORM_BUFFER_LAYOUT(33, 1, 10) uniform uniformBlockPS1 +layout(binding = 33, std140) uniform uniformBlockPS1 { vec4 uf_blockPS1[1024]; }; -UNIFORM_BUFFER_LAYOUT(38, 1, 11) uniform uniformBlockPS6 +layout(binding = 38, std140) uniform uniformBlockPS6 { vec4 uf_blockPS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(42, 1, 12) uniform uniformBlockPS10 +layout(binding = 42, std140) uniform uniformBlockPS10 { vec4 uf_blockPS10[1024]; }; -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30fe6000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0x2448b000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb -TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(6, 1, 5) uniform sampler2DArray textureUnitPS6;// Tex6 addr 0xf58a8000 res 360x360x3 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(9, 1, 6) uniform sampler2D textureUnitPS9;// Tex9 addr 0x3da22000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(12, 1, 7) uniform sampler2D textureUnitPS12;// Tex12 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(13, 1, 8) uniform sampler2D textureUnitPS13;// Tex13 addr 0x30fe8000 res 2000x1600x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x2 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30fe6000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x2448b000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 0 border: 1 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 6) uniform sampler2DArray textureUnitPS6;// Tex6 addr 0xf58a8000 res 360x360x3 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x3) Sampler6 ClampX/Y/Z: 6 6 2 border: 2 +layout(binding = 9) uniform sampler2D textureUnitPS9;// Tex9 addr 0x3da22000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler9 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 13) uniform sampler2D textureUnitPS13;// Tex13 addr 0x30fe8000 res 2000x1600x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler13 ClampX/Y/Z: 1 1 1 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem5; @@ -49,14 +32,7 @@ layout(location = 3) in vec4 passParameterSem6; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 2) out vec4 passPixelColor2; -#ifdef VULKAN -layout(set = 1, binding = 9) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Workarounds/BreathOfTheWild_!ShadowFix/88133ee405eaae28_000003c000009269_ps.txt b/Workarounds/BreathOfTheWild_!ShadowFix/88133ee405eaae28_000003c000009269_ps.txt index 4f1e51bb..910ead73 100644 --- a/Workarounds/BreathOfTheWild_!ShadowFix/88133ee405eaae28_000003c000009269_ps.txt +++ b/Workarounds/BreathOfTheWild_!ShadowFix/88133ee405eaae28_000003c000009269_ps.txt @@ -1,56 +1,32 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader ffe0e8c84f6e8da9 -UNIFORM_BUFFER_LAYOUT(33, 1, 7) uniform uniformBlockPS1 +layout(binding = 33, std140) uniform uniformBlockPS1 { vec4 uf_blockPS1[1024]; }; -UNIFORM_BUFFER_LAYOUT(38, 1, 8) uniform uniformBlockPS6 +layout(binding = 38, std140) uniform uniformBlockPS6 { vec4 uf_blockPS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(42, 1, 9) uniform uniformBlockPS10 +layout(binding = 42, std140) uniform uniformBlockPS10 { vec4 uf_blockPS10[1024]; }; -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30fe6800 res 4x4x1 dim 1 tm: 2 format 0007 compSel: 0 0 0 1 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x30fe6800 res 32x32x1 dim 1 tm: 2 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x6 -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(6, 1, 3) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(8, 1, 4) uniform sampler2DArray textureUnitPS8;// Tex8 addr 0xf557c800 res 720x720x3 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(15, 1, 5) uniform sampler2D textureUnitPS15;// Tex15 addr 0x30fe8000 res 2000x1600x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x2 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30fe6800 res 4x4x1 dim 1 tm: 2 format 0007 compSel: 0 0 0 1 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x30fe6800 res 32x32x1 dim 1 tm: 2 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x6) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 8) uniform sampler2DArray textureUnitPS8;// Tex8 addr 0xf557c800 res 720x720x3 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x3) Sampler8 ClampX/Y/Z: 6 6 2 border: 2 +layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0x30fe8000 res 2000x1600x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 1 1 1 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem5; layout(location = 2) in vec4 passParameterSem6; layout(location = 5) out vec4 passPixelColor5; -#ifdef VULKAN -layout(set = 1, binding = 6) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Workarounds/BreathOfTheWild_!ShadowFix/9c0b7031078fba88_0000007800001269_ps.txt b/Workarounds/BreathOfTheWild_!ShadowFix/9c0b7031078fba88_0000007800001269_ps.txt index b4d81c14..6e0385c7 100644 --- a/Workarounds/BreathOfTheWild_!ShadowFix/9c0b7031078fba88_0000007800001269_ps.txt +++ b/Workarounds/BreathOfTheWild_!ShadowFix/9c0b7031078fba88_0000007800001269_ps.txt @@ -1,55 +1,31 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader b8a18eeb20759bfd -UNIFORM_BUFFER_LAYOUT(33, 1, 6) uniform uniformBlockPS1 +layout(binding = 33, std140) uniform uniformBlockPS1 { vec4 uf_blockPS1[1024]; }; -UNIFORM_BUFFER_LAYOUT(38, 1, 7) uniform uniformBlockPS6 +layout(binding = 38, std140) uniform uniformBlockPS6 { vec4 uf_blockPS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(42, 1, 8) uniform uniformBlockPS10 +layout(binding = 42, std140) uniform uniformBlockPS10 { vec4 uf_blockPS10[1024]; }; -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(7, 1, 3) uniform sampler2DArray textureUnitPS7;// Tex7 addr 0xf557c800 res 720x720x3 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(12, 1, 4) uniform sampler2D textureUnitPS12;// Tex12 addr 0x39659800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 7) uniform sampler2DArray textureUnitPS7;// Tex7 addr 0xf557c800 res 720x720x3 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x3) Sampler7 ClampX/Y/Z: 6 6 2 border: 2 +layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0x39659800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem5; layout(location = 2) in vec4 passParameterSem6; layout(location = 5) out vec4 passPixelColor5; -#ifdef VULKAN -layout(set = 1, binding = 5) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Workarounds/BreathOfTheWild_!ShadowFix/rules.txt b/Workarounds/BreathOfTheWild_!ShadowFix/rules.txt index dd3db26d..f3a8b7c6 100644 --- a/Workarounds/BreathOfTheWild_!ShadowFix/rules.txt +++ b/Workarounds/BreathOfTheWild_!ShadowFix/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = "AMD and Intel Shadows Workaround" path = "The Legend of Zelda: Breath of the Wild/Workarounds/GPU specific workarounds/AMD and Intel: Shadows" description = Fixes shadows when using an AMD or Intel graphics card. -version = 4 +version = 3 # Made by ethrillo # Updated by Cypher to support BotW 1.4.0+ diff --git a/Workarounds/BreathOfTheWild_AMD_ShaderCrash/15bc7edf9de2ed30_0000000000000000_vs.txt b/Workarounds/BreathOfTheWild_AMD_ShaderCrash/15bc7edf9de2ed30_0000000000000000_vs.txt index ded12333..22770bc8 100644 --- a/Workarounds/BreathOfTheWild_AMD_ShaderCrash/15bc7edf9de2ed30_0000000000000000_vs.txt +++ b/Workarounds/BreathOfTheWild_AMD_ShaderCrash/15bc7edf9de2ed30_0000000000000000_vs.txt @@ -2,61 +2,44 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 15bc7edf9de2ed30 -UNIFORM_BUFFER_LAYOUT(6, 0, 1) +layout(binding = 6, std140) uniform uniformBlockVS6 { vec4 uf_blockVS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(7, 0, 2) +layout(binding = 7, std140) uniform uniformBlockVS7 { vec4 uf_blockVS7[1024]; }; -UNIFORM_BUFFER_LAYOUT(8, 0, 3) +layout(binding = 8, std140) uniform uniformBlockVS8 { vec4 uf_blockVS8[1024]; }; -UNIFORM_BUFFER_LAYOUT(11, 0, 4) +layout(binding = 11, std140) uniform uniformBlockVS11 { vec4 uf_blockVS11[1024]; }; -TEXTURE_LAYOUT(45, 0, 0) uniform sampler2D textureUnitVS13; -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; +layout(binding = 45) uniform sampler2D textureUnitVS13; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; out gl_PerVertex { vec4 gl_Position; @@ -74,5 +57,5 @@ float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,a void main() { // export -SET_POSITION(vec4(0.0)); +gl_Position = vec4(0.0); } diff --git a/Workarounds/BreathOfTheWild_AMD_ShaderCrash/24838b84d15a1da1_0000000000000000_vs.txt b/Workarounds/BreathOfTheWild_AMD_ShaderCrash/24838b84d15a1da1_0000000000000000_vs.txt index cbaa4d83..f64ec631 100644 --- a/Workarounds/BreathOfTheWild_AMD_ShaderCrash/24838b84d15a1da1_0000000000000000_vs.txt +++ b/Workarounds/BreathOfTheWild_AMD_ShaderCrash/24838b84d15a1da1_0000000000000000_vs.txt @@ -2,72 +2,55 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 24838b84d15a1da1 -UNIFORM_BUFFER_LAYOUT(6, 0, 2) +layout(binding = 6, std140) uniform uniformBlockVS6 { vec4 uf_blockVS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(7, 0, 3) +layout(binding = 7, std140) uniform uniformBlockVS7 { vec4 uf_blockVS7[1024]; }; -UNIFORM_BUFFER_LAYOUT(8, 0, 4) +layout(binding = 8, std140) uniform uniformBlockVS8 { vec4 uf_blockVS8[1024]; }; -UNIFORM_BUFFER_LAYOUT(11, 0, 5) +layout(binding = 11, std140) uniform uniformBlockVS11 { vec4 uf_blockVS11[1024]; }; -UNIFORM_BUFFER_LAYOUT(13, 0, 6) +layout(binding = 13, std140) uniform uniformBlockVS13 { vec4 uf_blockVS13[1024]; }; -TEXTURE_LAYOUT(40, 0, 0) uniform sampler2D textureUnitVS8; -TEXTURE_LAYOUT(45, 0, 1) uniform sampler2D textureUnitVS13; -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; +layout(binding = 40) uniform sampler2D textureUnitVS8; +layout(binding = 45) uniform sampler2D textureUnitVS13; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; out gl_PerVertex { vec4 gl_Position; @@ -85,5 +68,5 @@ float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,a void main() { // export -SET_POSITION(vec4(0.0)); +gl_Position = vec4(0.0); } diff --git a/Workarounds/BreathOfTheWild_AMD_ShaderCrash/83a697d61a3b9202_0000000000000000_vs.txt b/Workarounds/BreathOfTheWild_AMD_ShaderCrash/83a697d61a3b9202_0000000000000000_vs.txt index d323b2ab..bcb568e3 100644 --- a/Workarounds/BreathOfTheWild_AMD_ShaderCrash/83a697d61a3b9202_0000000000000000_vs.txt +++ b/Workarounds/BreathOfTheWild_AMD_ShaderCrash/83a697d61a3b9202_0000000000000000_vs.txt @@ -2,61 +2,44 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 83a697d61a3b9202 -UNIFORM_BUFFER_LAYOUT(6, 0, 1) +layout(binding = 6, std140) uniform uniformBlockVS6 { vec4 uf_blockVS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(7, 0, 2) +layout(binding = 7, std140) uniform uniformBlockVS7 { vec4 uf_blockVS7[1024]; }; -UNIFORM_BUFFER_LAYOUT(8, 0, 3) +layout(binding = 8, std140) uniform uniformBlockVS8 { vec4 uf_blockVS8[1024]; }; -UNIFORM_BUFFER_LAYOUT(11, 0, 4) +layout(binding = 11, std140) uniform uniformBlockVS11 { vec4 uf_blockVS11[1024]; }; -TEXTURE_LAYOUT(45, 0, 0) uniform sampler2D textureUnitVS13; -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; +layout(binding = 45) uniform sampler2D textureUnitVS13; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; out gl_PerVertex { vec4 gl_Position; @@ -74,5 +57,5 @@ float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,a void main() { // export -SET_POSITION(vec4(0.0)); +gl_Position = vec4(0.0); } diff --git a/Workarounds/BreathOfTheWild_AMD_ShaderCrash/97bc44a5028381c6_0000000000000000_vs.txt b/Workarounds/BreathOfTheWild_AMD_ShaderCrash/97bc44a5028381c6_0000000000000000_vs.txt index c18be443..21afbf7e 100644 --- a/Workarounds/BreathOfTheWild_AMD_ShaderCrash/97bc44a5028381c6_0000000000000000_vs.txt +++ b/Workarounds/BreathOfTheWild_AMD_ShaderCrash/97bc44a5028381c6_0000000000000000_vs.txt @@ -2,27 +2,10 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 24838b84d15a1da1 void main() { // export -SET_POSITION(vec4(0.0)); +gl_Position = vec4(0.0); } diff --git a/Workarounds/BreathOfTheWild_AMD_ShaderCrash/rules.txt b/Workarounds/BreathOfTheWild_AMD_ShaderCrash/rules.txt index 52a17a7b..ba7f6685 100644 --- a/Workarounds/BreathOfTheWild_AMD_ShaderCrash/rules.txt +++ b/Workarounds/BreathOfTheWild_AMD_ShaderCrash/rules.txt @@ -3,4 +3,4 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = "Workaround for AMD crashes" path = "The Legend of Zelda: Breath of the Wild/Workarounds/GPU specific workarounds/AMD Crash" description = Workaround for a shader related crash on AMD drivers. Required for Cemu 1.15.8 and above. -version = 4 \ No newline at end of file +version = 3 \ No newline at end of file diff --git a/Workarounds/BreathOfTheWild_Intel_FlippedLights/317f0bb42d413218_000000000001fe49_ps.txt b/Workarounds/BreathOfTheWild_Intel_FlippedLights/317f0bb42d413218_000000000001fe49_ps.txt index 57300417..8dd5726d 100644 --- a/Workarounds/BreathOfTheWild_Intel_FlippedLights/317f0bb42d413218_000000000001fe49_ps.txt +++ b/Workarounds/BreathOfTheWild_Intel_FlippedLights/317f0bb42d413218_000000000001fe49_ps.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 317f0bb42d413218 -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[10]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[10]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x3d4f5000 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x3d4f5000 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 1) noperspective in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -79,7 +54,7 @@ activeMaskStackC[0] = true; activeMaskStackC[1] = true; vec3 cubeMapSTM; int cubeMapFaceId; -R0i = floatBitsToInt(GET_FRAGCOORD()); +R0i = floatBitsToInt(vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)); R1i = floatBitsToInt(passParameterSem0); if( activeMaskStackC[1] == true ) { // 0 diff --git a/Workarounds/BreathOfTheWild_Intel_FlippedLights/381a8604d1ae532c_0000000000003fc9_ps.txt b/Workarounds/BreathOfTheWild_Intel_FlippedLights/381a8604d1ae532c_0000000000003fc9_ps.txt index 159ba6be..23285245 100644 --- a/Workarounds/BreathOfTheWild_Intel_FlippedLights/381a8604d1ae532c_0000000000003fc9_ps.txt +++ b/Workarounds/BreathOfTheWild_Intel_FlippedLights/381a8604d1ae532c_0000000000003fc9_ps.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 381a8604d1ae532c // lights on monks -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[6]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[6]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 1) noperspective in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -70,7 +45,7 @@ ivec4 ARi = ivec4(0); bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; -R0i = floatBitsToInt(GET_FRAGCOORD()); +R0i = floatBitsToInt(vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)); R1i = floatBitsToInt(passParameterSem0); // 0 R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w), intBitsToFloat(uf_remappedPS[0].w))); diff --git a/Workarounds/BreathOfTheWild_Intel_FlippedLights/4facbb67739c71ec_0000000000003fc9_ps.txt b/Workarounds/BreathOfTheWild_Intel_FlippedLights/4facbb67739c71ec_0000000000003fc9_ps.txt index a37bbd66..e35c92cd 100644 --- a/Workarounds/BreathOfTheWild_Intel_FlippedLights/4facbb67739c71ec_0000000000003fc9_ps.txt +++ b/Workarounds/BreathOfTheWild_Intel_FlippedLights/4facbb67739c71ec_0000000000003fc9_ps.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 4facbb67739c71ec // light on prayer monument shrines -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[6]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[6]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 1) noperspective in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -65,7 +40,7 @@ ivec4 ARi = ivec4(0); bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; -R0f = GET_FRAGCOORD(); +R0f = vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw); R1f = passParameterSem1; // 0 R3f.x = 0.0; diff --git a/Workarounds/BreathOfTheWild_Intel_FlippedLights/ab0a485b9ae1bb1e_00000000000ff259_ps.txt b/Workarounds/BreathOfTheWild_Intel_FlippedLights/ab0a485b9ae1bb1e_00000000000ff259_ps.txt index 02a2da14..4835fd4a 100644 --- a/Workarounds/BreathOfTheWild_Intel_FlippedLights/ab0a485b9ae1bb1e_00000000000ff259_ps.txt +++ b/Workarounds/BreathOfTheWild_Intel_FlippedLights/ab0a485b9ae1bb1e_00000000000ff259_ps.txt @@ -1,42 +1,17 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader ab0a485b9ae1bb1e // major base of light reflection -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[13]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[13]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform samplerCubeArray textureUnitPS2;// Tex2 addr 0x3d4f4000 res 3x3x1 dim 3 tm: 2 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x3d4f5000 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform samplerCubeArray textureUnitPS2;// Tex2 addr 0x3d4f4000 res 3x3x1 dim 3 tm: 2 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler2 ClampX/Y/Z: 6 6 6 border: 1 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x3d4f5000 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 1) noperspective in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 @@ -163,7 +138,7 @@ bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; float cubeMapArrayIndex2 = 0.0; -R0i = floatBitsToInt(GET_FRAGCOORD()); +R0i = floatBitsToInt(vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)); R1i = floatBitsToInt(passParameterSem0); // 0 backupReg0i = R0i.y; diff --git a/Workarounds/BreathOfTheWild_Intel_FlippedLights/ad633c5a0a93f6b7_0000000000003fc9_ps.txt b/Workarounds/BreathOfTheWild_Intel_FlippedLights/ad633c5a0a93f6b7_0000000000003fc9_ps.txt index a9f9f30e..b2943e88 100644 --- a/Workarounds/BreathOfTheWild_Intel_FlippedLights/ad633c5a0a93f6b7_0000000000003fc9_ps.txt +++ b/Workarounds/BreathOfTheWild_Intel_FlippedLights/ad633c5a0a93f6b7_0000000000003fc9_ps.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader ad633c5a0a93f6b7 -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[9]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[9]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 1) noperspective in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -70,7 +45,7 @@ ivec4 ARi = ivec4(0); bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; -R0i = floatBitsToInt(GET_FRAGCOORD()); +R0i = floatBitsToInt(vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)); R1i = floatBitsToInt(passParameterSem0); // 0 R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R1i.x)) + 1.0)); diff --git a/Workarounds/BreathOfTheWild_Intel_FlippedLights/b2b5b7eabba3b5ed_00000000000ff259_ps.txt b/Workarounds/BreathOfTheWild_Intel_FlippedLights/b2b5b7eabba3b5ed_00000000000ff259_ps.txt index fd5c1a8d..51a69411 100644 --- a/Workarounds/BreathOfTheWild_Intel_FlippedLights/b2b5b7eabba3b5ed_00000000000ff259_ps.txt +++ b/Workarounds/BreathOfTheWild_Intel_FlippedLights/b2b5b7eabba3b5ed_00000000000ff259_ps.txt @@ -1,41 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader b2b5b7eabba3b5ed -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[13]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[13]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform samplerCubeArray textureUnitPS2;// Tex2 addr 0x3de46000 res 3x3x1 dim 3 tm: 2 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x3de51000 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform samplerCubeArray textureUnitPS2;// Tex2 addr 0x3de46000 res 3x3x1 dim 3 tm: 2 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler2 ClampX/Y/Z: 6 6 6 border: 1 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x3de51000 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 1) noperspective in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 @@ -160,7 +135,7 @@ bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; float cubeMapArrayIndex2 = 0.0; -R0i = floatBitsToInt(GET_FRAGCOORD()); +R0i = floatBitsToInt(vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)); R1i = floatBitsToInt(passParameterSem0); // 0 R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R1i.x)) + 1.0)); diff --git a/Workarounds/BreathOfTheWild_Intel_FlippedLights/d2082c0e0e8ddf27_000000000001fe49_ps.txt b/Workarounds/BreathOfTheWild_Intel_FlippedLights/d2082c0e0e8ddf27_000000000001fe49_ps.txt index f46805f9..f2c2aa1b 100644 --- a/Workarounds/BreathOfTheWild_Intel_FlippedLights/d2082c0e0e8ddf27_000000000001fe49_ps.txt +++ b/Workarounds/BreathOfTheWild_Intel_FlippedLights/d2082c0e0e8ddf27_000000000001fe49_ps.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader d2082c0e0e8ddf27 -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[8]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[8]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x3d4f5000 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x3d4f5000 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 1) noperspective in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -70,7 +45,7 @@ ivec4 ARi = ivec4(0); bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; -R0i = floatBitsToInt(GET_FRAGCOORD()); +R0i = floatBitsToInt(vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)); R1i = floatBitsToInt(passParameterSem0); // 0 backupReg0i = R0i.y; diff --git a/Workarounds/BreathOfTheWild_Intel_FlippedLights/e7e31b26bbd728fc_000000000001fe49_ps.txt b/Workarounds/BreathOfTheWild_Intel_FlippedLights/e7e31b26bbd728fc_000000000001fe49_ps.txt index 5623e013..caaa7219 100644 --- a/Workarounds/BreathOfTheWild_Intel_FlippedLights/e7e31b26bbd728fc_000000000001fe49_ps.txt +++ b/Workarounds/BreathOfTheWild_Intel_FlippedLights/e7e31b26bbd728fc_000000000001fe49_ps.txt @@ -1,41 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader e7e31b26bbd728fc // Shader for starlight reflection to flip -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[10]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[10]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x3d4f5000 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x3d4f5000 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 1) noperspective in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -78,7 +53,7 @@ ivec4 ARi = ivec4(0); bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; -R0i = floatBitsToInt(GET_FRAGCOORD()); +R0i = floatBitsToInt(vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)); R1i = floatBitsToInt(passParameterSem0); // 0 R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R1i.x)) + 1.0)); diff --git a/Workarounds/BreathOfTheWild_Intel_FlippedLights/f9fd48fb4ead7fcd_00000000000003c9_ps.txt b/Workarounds/BreathOfTheWild_Intel_FlippedLights/f9fd48fb4ead7fcd_00000000000003c9_ps.txt index eddd4572..2d0e376b 100644 --- a/Workarounds/BreathOfTheWild_Intel_FlippedLights/f9fd48fb4ead7fcd_00000000000003c9_ps.txt +++ b/Workarounds/BreathOfTheWild_Intel_FlippedLights/f9fd48fb4ead7fcd_00000000000003c9_ps.txt @@ -1,39 +1,14 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader f9fd48fb4ead7fcd // blue lights on shrine exit to flip -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[8]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[8]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 1) noperspective in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -66,7 +41,7 @@ ivec4 ARi = ivec4(0); bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; -R0i = floatBitsToInt(GET_FRAGCOORD()); +R0i = floatBitsToInt(vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)); R1i = floatBitsToInt(passParameterSem0); // 0 backupReg0i = R0i.x; diff --git a/Workarounds/BreathOfTheWild_Intel_FlippedLights/rules.txt b/Workarounds/BreathOfTheWild_Intel_FlippedLights/rules.txt index 27adecfb..9a9e4edc 100644 --- a/Workarounds/BreathOfTheWild_Intel_FlippedLights/rules.txt +++ b/Workarounds/BreathOfTheWild_Intel_FlippedLights/rules.txt @@ -3,6 +3,6 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = "Workaround for flipped lights on Intel GPU's with certain drivers" path = "The Legend of Zelda: Breath of the Wild/Workarounds/GPU specific workarounds/Intel: Flipped Lights" description = This workaround targets users of Intel iGPU drivers 23.xx and older experiencing flipped lighting issues. These drivers may offer better performance but have graphical glitches. This pack aims to fix the graphical issues so the older drivers create visuals similar to the new drivers. These older drivers may be found on Intel's site https://downloadcenter.intel.com/download/27484/Graphics-Intel-Graphics-Driver-for-Windows-15-65-. -version = 4 +version = 3 #Altros diff --git a/Workarounds/BreathOfTheWild_Intel_RemoveBloom/1c7db40ff5d693ab_001ffffe4924b249_ps.txt b/Workarounds/BreathOfTheWild_Intel_RemoveBloom/1c7db40ff5d693ab_001ffffe4924b249_ps.txt index c1aab8e5..ff2aaf02 100644 --- a/Workarounds/BreathOfTheWild_Intel_RemoveBloom/1c7db40ff5d693ab_001ffffe4924b249_ps.txt +++ b/Workarounds/BreathOfTheWild_Intel_RemoveBloom/1c7db40ff5d693ab_001ffffe4924b249_ps.txt @@ -1,46 +1,20 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 1c7db40ff5d693ab // Modifies fog over link and enemies -#ifdef VULKAN -layout(set = 1, binding = 11) uniform ufBlock -{ uniform ivec4 uf_remappedPS[33]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[33]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5;// Tex5 addr 0x38da5800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(6, 1, 5) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(7, 1, 6) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3d0ea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4 -TEXTURE_LAYOUT(11, 1, 7) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(12, 1, 8) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3cfaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(14, 1, 9) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(15, 1, 10) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x38da5800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 7) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3d0ea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler7 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3cfaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem6; @@ -49,6 +23,7 @@ layout(location = 1) out vec4 passPixelColor1; layout(location = 2) out vec4 passPixelColor2; layout(location = 3) out vec4 passPixelColor3; layout(location = 4) out vec4 passPixelColor4; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 diff --git a/Workarounds/BreathOfTheWild_Intel_RemoveBloom/250cb5a06cab6534_000000000000007a_ps.txt b/Workarounds/BreathOfTheWild_Intel_RemoveBloom/250cb5a06cab6534_000000000000007a_ps.txt index e0b9353e..5aa4f10d 100644 --- a/Workarounds/BreathOfTheWild_Intel_RemoveBloom/250cb5a06cab6534_000000000000007a_ps.txt +++ b/Workarounds/BreathOfTheWild_Intel_RemoveBloom/250cb5a06cab6534_000000000000007a_ps.txt @@ -1,40 +1,15 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 250cb5a06cab6534 // used to set sun bloom, color, saturation, and intensity in the sky -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[12]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[12]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler3D textureUnitPS0;// Tex0 addr 0x3cea0000 res 256x32x16 dim 2 tm: 7 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler3D textureUnitPS0;// Tex0 addr 0x3cea0000 res 256x32x16 dim 2 tm: 7 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 1) in vec4 passParameterSem0; layout(location = 2) in vec4 passParameterSem2; layout(location = 3) in vec4 passParameterSem3; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -79,7 +54,7 @@ activeMaskStackC[0] = true; activeMaskStackC[1] = true; vec3 cubeMapSTM; int cubeMapFaceId; -R0i = floatBitsToInt(GET_FRAGCOORD()); +R0i = floatBitsToInt(vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)); R1i = floatBitsToInt(passParameterSem0); R2i = floatBitsToInt(passParameterSem2); R3i = floatBitsToInt(passParameterSem3); diff --git a/Workarounds/BreathOfTheWild_Intel_RemoveBloom/29c30aaa023dc7e6_0000000000000709_ps.txt b/Workarounds/BreathOfTheWild_Intel_RemoveBloom/29c30aaa023dc7e6_0000000000000709_ps.txt index a38e2d50..3fb9320c 100644 --- a/Workarounds/BreathOfTheWild_Intel_RemoveBloom/29c30aaa023dc7e6_0000000000000709_ps.txt +++ b/Workarounds/BreathOfTheWild_Intel_RemoveBloom/29c30aaa023dc7e6_0000000000000709_ps.txt @@ -1,40 +1,13 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 29c30aaa023dc7e6 // fog ganon swirl full -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fc1000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2103b000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1b4c0000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fc1000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2103b000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1b4c0000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem4; @@ -46,6 +19,7 @@ layout(location = 7) in vec4 passParameterSem14; layout(location = 8) in vec4 passParameterSem15; layout(location = 9) in vec4 passParameterSem16; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Workarounds/BreathOfTheWild_Intel_RemoveBloom/3179b85d41bfb80d_0000000079249749_ps.txt b/Workarounds/BreathOfTheWild_Intel_RemoveBloom/3179b85d41bfb80d_0000000079249749_ps.txt index 7f4057f5..914d9700 100644 --- a/Workarounds/BreathOfTheWild_Intel_RemoveBloom/3179b85d41bfb80d_0000000079249749_ps.txt +++ b/Workarounds/BreathOfTheWild_Intel_RemoveBloom/3179b85d41bfb80d_0000000079249749_ps.txt @@ -1,48 +1,23 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 3179b85d41bfb80d // fog trees -#ifdef VULKAN -layout(set = 1, binding = 9) uniform ufBlock -{ uniform ivec4 uf_remappedPS[10]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[10]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(6, 1, 3) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(7, 1, 4) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(8, 1, 5) uniform samplerCubeArray textureUnitPS8;// Tex8 addr 0x3d0ea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4 -TEXTURE_LAYOUT(10, 1, 6) uniform sampler2DArray textureUnitPS10;// Tex10 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(11, 1, 7) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(13, 1, 8) uniform sampler2D textureUnitPS13;// Tex13 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 8) uniform samplerCubeArray textureUnitPS8;// Tex8 addr 0x3d0ea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler8 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 10) uniform sampler2DArray textureUnitPS10;// Tex10 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler10 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 13) uniform sampler2D textureUnitPS13;// Tex13 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler13 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem4; layout(location = 2) in vec4 passParameterSem6; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 diff --git a/Workarounds/BreathOfTheWild_Intel_RemoveBloom/3df0bb0da1c740d5_000000000000001c_ps.txt b/Workarounds/BreathOfTheWild_Intel_RemoveBloom/3df0bb0da1c740d5_000000000000001c_ps.txt index 9492e8f5..ad1100b7 100644 --- a/Workarounds/BreathOfTheWild_Intel_RemoveBloom/3df0bb0da1c740d5_000000000000001c_ps.txt +++ b/Workarounds/BreathOfTheWild_Intel_RemoveBloom/3df0bb0da1c740d5_000000000000001c_ps.txt @@ -1,43 +1,17 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 3df0bb0da1c740d5 // atmospheric dust and crespecular rays -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(9, 1, 0) uniform sampler2D textureUnitPS9;// Tex9 addr 0xf557c800 res 160x90x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 9) uniform sampler2D textureUnitPS9;// Tex9 addr 0xf557c800 res 160x90x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler9 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem3; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem7; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Workarounds/BreathOfTheWild_Intel_RemoveBloom/59cba7eb9a9c1df6_00000007f924d249_ps.txt b/Workarounds/BreathOfTheWild_Intel_RemoveBloom/59cba7eb9a9c1df6_00000007f924d249_ps.txt index 6735fc58..61c17cea 100644 --- a/Workarounds/BreathOfTheWild_Intel_RemoveBloom/59cba7eb9a9c1df6_00000007f924d249_ps.txt +++ b/Workarounds/BreathOfTheWild_Intel_RemoveBloom/59cba7eb9a9c1df6_00000007f924d249_ps.txt @@ -1,63 +1,39 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 59cba7eb9a9c1df6 // fog on water but also used by AMD_Intel shadow fix -UNIFORM_BUFFER_LAYOUT(33, 1, 10) uniform uniformBlockPS1 +layout(binding = 33, std140) uniform uniformBlockPS1 { vec4 uf_blockPS1[1024]; }; -UNIFORM_BUFFER_LAYOUT(38, 1, 11) uniform uniformBlockPS6 +layout(binding = 38, std140) uniform uniformBlockPS6 { vec4 uf_blockPS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(42, 1, 12) uniform uniformBlockPS10 +layout(binding = 42, std140) uniform uniformBlockPS10 { vec4 uf_blockPS10[1024]; }; -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4;// Tex4 addr 0x23c81000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb -TEXTURE_LAYOUT(5, 1, 3) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(7, 1, 4) uniform sampler2DArrayShadow textureUnitPS7;// Tex7 addr 0xf58a8000 res 360x360x3 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(10, 1, 5) uniform sampler2D textureUnitPS10;// Tex10 addr 0x3cfaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(11, 1, 6) uniform sampler2D textureUnitPS11;// Tex11 addr 0x3d0a8000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(14, 1, 7) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(15, 1, 8) uniform sampler2D textureUnitPS15;// Tex15 addr 0x30366000 res 2000x1600x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x2 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x23c81000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 0 border: 1 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 7) uniform sampler2DArrayShadow textureUnitPS7;// Tex7 addr 0xf58a8000 res 360x360x3 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x3) Sampler7 ClampX/Y/Z: 6 6 2 border: 2 +layout(binding = 10) uniform sampler2D textureUnitPS10;// Tex10 addr 0x3cfaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler10 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0x3d0a8000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 6 6 6 border: 2 +layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0x30366000 res 2000x1600x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 1 1 1 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem5; layout(location = 3) in vec4 passParameterSem6; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; -#ifdef VULKAN -layout(set = 1, binding = 9) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else uniform vec2 uf_fragCoordScale; -#endif int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Workarounds/BreathOfTheWild_Intel_RemoveBloom/8d24f32f18e6de47_0000000079249749_ps.txt b/Workarounds/BreathOfTheWild_Intel_RemoveBloom/8d24f32f18e6de47_0000000079249749_ps.txt index d346e2d1..d017b5bf 100644 --- a/Workarounds/BreathOfTheWild_Intel_RemoveBloom/8d24f32f18e6de47_0000000079249749_ps.txt +++ b/Workarounds/BreathOfTheWild_Intel_RemoveBloom/8d24f32f18e6de47_0000000079249749_ps.txt @@ -1,50 +1,25 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 8d24f32f18e6de47 // fog over a mojority of the ground -#ifdef VULKAN -layout(set = 1, binding = 9) uniform ufBlock -{ uniform ivec4 uf_remappedPS[10]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[10]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(6, 1, 3) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(7, 1, 4) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(8, 1, 5) uniform samplerCubeArray textureUnitPS8;// Tex8 addr 0x3d0ea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4 -TEXTURE_LAYOUT(10, 1, 6) uniform sampler2DArray textureUnitPS10;// Tex10 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(11, 1, 7) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(13, 1, 8) uniform sampler2D textureUnitPS13;// Tex13 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 8) uniform samplerCubeArray textureUnitPS8;// Tex8 addr 0x3d0ea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler8 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 10) uniform sampler2DArray textureUnitPS10;// Tex10 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler10 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 13) uniform sampler2D textureUnitPS13;// Tex13 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler13 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; layout(location = 3) in vec4 passParameterSem4; layout(location = 4) in vec4 passParameterSem6; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 diff --git a/Workarounds/BreathOfTheWild_Intel_RemoveBloom/rules.txt b/Workarounds/BreathOfTheWild_Intel_RemoveBloom/rules.txt index b1fef675..7550c653 100644 --- a/Workarounds/BreathOfTheWild_Intel_RemoveBloom/rules.txt +++ b/Workarounds/BreathOfTheWild_Intel_RemoveBloom/rules.txt @@ -3,6 +3,6 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = "Remove excess bloom on Intel GPU's with certain drivers" path = "The Legend of Zelda: Breath of the Wild/Workarounds/GPU specific workarounds/Intel: Remove Excess Bloom" description = This workaround targets users of Intel iGPU drivers 23.xx and older experiencing bloom issue. These drivers may offer better performance but have graphical glitches. This pack aims to fix the graphical issues so the older drivers create visuals similar to the new drivers. These older drivers may be found on Intel's site https://downloadcenter.intel.com/download/27484/Graphics-Intel-Graphics-Driver-for-Windows-15-65-. -version = 4 +version = 3 #Altros diff --git a/Workarounds/BreathOfTheWild_KakarikoShadows/8e9e804a3cd384c3_00000000000ff259_ps.txt b/Workarounds/BreathOfTheWild_KakarikoShadows/8e9e804a3cd384c3_00000000000ff259_ps.txt index 14563552..d7efaec6 100644 --- a/Workarounds/BreathOfTheWild_KakarikoShadows/8e9e804a3cd384c3_00000000000ff259_ps.txt +++ b/Workarounds/BreathOfTheWild_KakarikoShadows/8e9e804a3cd384c3_00000000000ff259_ps.txt @@ -1,42 +1,17 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 8e9e804a3cd384c3 // Square Shadows Fix - Workaround for the square shadows seen around torches in Kakariko Village // shader dumped from BotW v1.3.1, using Cemu 1.11.1 -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[13]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[13]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform samplerCubeArray textureUnitPS2;// Tex2 addr 0x3df6e800 res 3x3x1 dim 3 tm: 2 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x3df6f800 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform samplerCubeArray textureUnitPS2;// Tex2 addr 0x3df6e800 res 3x3x1 dim 3 tm: 2 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler2 ClampX/Y/Z: 6 6 6 border: 1 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x3df6f800 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 1) noperspective in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 @@ -160,7 +135,7 @@ bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; float cubeMapArrayIndex2 = 0.0; -R0i = floatBitsToInt(GET_FRAGCOORD()); +R0i = floatBitsToInt(vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)); R1i = floatBitsToInt(passParameterSem0); // 0 R6i.x = 0x3f800000; diff --git a/Workarounds/BreathOfTheWild_KakarikoShadows/ab0a485b9ae1bb1e_00000000000ff259_ps.txt b/Workarounds/BreathOfTheWild_KakarikoShadows/ab0a485b9ae1bb1e_00000000000ff259_ps.txt index bb71f1de..2a3fdc91 100644 --- a/Workarounds/BreathOfTheWild_KakarikoShadows/ab0a485b9ae1bb1e_00000000000ff259_ps.txt +++ b/Workarounds/BreathOfTheWild_KakarikoShadows/ab0a485b9ae1bb1e_00000000000ff259_ps.txt @@ -1,42 +1,17 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader ab0a485b9ae1bb1e // Square Shadows Fix - Workaround for the square shadows seen around torches in Kakariko Village // shader dumped from BotW v1.4.0, using Cemu 1.11.1 -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[13]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[13]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform samplerCubeArray textureUnitPS2;// Tex2 addr 0x3de50000 res 3x3x1 dim 3 tm: 2 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x3de51000 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform samplerCubeArray textureUnitPS2;// Tex2 addr 0x3de50000 res 3x3x1 dim 3 tm: 2 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler2 ClampX/Y/Z: 6 6 6 border: 1 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x3de51000 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 1) noperspective in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 @@ -159,7 +134,7 @@ bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; float cubeMapArrayIndex2 = 0.0; -R0i = floatBitsToInt(GET_FRAGCOORD()); +R0i = floatBitsToInt(vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)); R1i = floatBitsToInt(passParameterSem0); // 0 backupReg0i = R0i.y; diff --git a/Workarounds/BreathOfTheWild_KakarikoShadows/rules.txt b/Workarounds/BreathOfTheWild_KakarikoShadows/rules.txt index 3b3aa3f0..8b817bae 100644 --- a/Workarounds/BreathOfTheWild_KakarikoShadows/rules.txt +++ b/Workarounds/BreathOfTheWild_KakarikoShadows/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = "Square Kakariko Torch Shadows Fix" path = "The Legend of Zelda: Breath of the Wild/Workarounds/Kakariko Torch Shadows" description = Workaround for the square shadows seen around torches in Kakariko Village. -version = 4 +version = 3 # Workaround for the square shadows seen around torches in Kakariko Village # found by Kiri diff --git a/Workarounds/BreathOfTheWild_LwzxNullCheck/rules.txt b/Workarounds/BreathOfTheWild_LwzxNullCheck/rules.txt index 908d354e..3d0969b9 100644 --- a/Workarounds/BreathOfTheWild_LwzxNullCheck/rules.txt +++ b/Workarounds/BreathOfTheWild_LwzxNullCheck/rules.txt @@ -2,4 +2,4 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 path = "The Legend of Zelda: Breath of the Wild/Workarounds/LWZX Crash" description = You should enable this pack in any circumstance. This workaround fixes crashes that would occur at specific points in the game. -version = 4 \ No newline at end of file +version = 3 \ No newline at end of file diff --git a/Workarounds/BreathOfTheWild_NVIDIASmoke/17aae2b035ae850c_0000000000000000_vs.txt b/Workarounds/BreathOfTheWild_NVIDIASmoke/17aae2b035ae850c_0000000000000000_vs.txt index ec8a4a8a..e940fa8a 100644 --- a/Workarounds/BreathOfTheWild_NVIDIASmoke/17aae2b035ae850c_0000000000000000_vs.txt +++ b/Workarounds/BreathOfTheWild_NVIDIASmoke/17aae2b035ae850c_0000000000000000_vs.txt @@ -1,50 +1,24 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 17aae2b035ae850c // distant cloud and fog vs -#ifdef VULKAN -layout(set = 0, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedVS[68]; uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform float uf_alphaTestRef; -}; -#else -uniform ivec4 uf_remappedVS[68]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -uniform float uf_alphaTestRef; -#endif -TEXTURE_LAYOUT(40, 0, 0) uniform sampler2D textureUnitVS8;// Tex8 addr 0x3da26000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(45, 0, 1) uniform sampler2D textureUnitVS13;// Tex13 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; -ATTR_LAYOUT(0, 11) in uvec4 attrDataSem11; +layout(binding = 40) uniform sampler2D textureUnitVS8;// Tex8 addr 0x3da26000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler26 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 45) uniform sampler2D textureUnitVS13;// Tex13 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler31 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; +layout(location = 11) in uvec4 attrDataSem11; out gl_PerVertex { vec4 gl_Position; @@ -1850,7 +1824,7 @@ R13i.w = ((R3i.x == 0)?(R1i.x):(R1i.x)); } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; // export -SET_POSITION(vec4(intBitsToFloat(R19i.x), intBitsToFloat(R19i.y), intBitsToFloat(R19i.z), intBitsToFloat(R19i.w))); +gl_Position = vec4(intBitsToFloat(R19i.x), intBitsToFloat(R19i.y), intBitsToFloat(R19i.z), intBitsToFloat(R19i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R12i.x), intBitsToFloat(R12i.y), intBitsToFloat(R12i.z), intBitsToFloat(R12i.w)); // export diff --git a/Workarounds/BreathOfTheWild_NVIDIASmoke/2938a1b3abfdfe49_0000000000000000_vs.txt b/Workarounds/BreathOfTheWild_NVIDIASmoke/2938a1b3abfdfe49_0000000000000000_vs.txt index a139a699..3e784c2b 100644 --- a/Workarounds/BreathOfTheWild_NVIDIASmoke/2938a1b3abfdfe49_0000000000000000_vs.txt +++ b/Workarounds/BreathOfTheWild_NVIDIASmoke/2938a1b3abfdfe49_0000000000000000_vs.txt @@ -1,76 +1,51 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 2938a1b3abfdfe49 -UNIFORM_BUFFER_LAYOUT(6, 0, 3) uniform uniformBlockVS6 +layout(binding = 6, std140) uniform uniformBlockVS6 { vec4 uf_blockVS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(7, 0, 4) uniform uniformBlockVS7 +layout(binding = 7, std140) uniform uniformBlockVS7 { vec4 uf_blockVS7[1024]; }; -UNIFORM_BUFFER_LAYOUT(8, 0, 5) uniform uniformBlockVS8 +layout(binding = 8, std140) uniform uniformBlockVS8 { vec4 uf_blockVS8[1024]; }; -UNIFORM_BUFFER_LAYOUT(11, 0, 6) uniform uniformBlockVS11 +layout(binding = 11, std140) uniform uniformBlockVS11 { vec4 uf_blockVS11[1024]; }; -UNIFORM_BUFFER_LAYOUT(13, 0, 7) uniform uniformBlockVS13 +layout(binding = 13, std140) uniform uniformBlockVS13 { vec4 uf_blockVS13[1024]; }; -#ifdef VULKAN -layout(set = 0, binding = 2) uniform ufBlock -{ uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform float uf_alphaTestRef; -}; -#else -uniform vec2 uf_windowSpaceToClipSpaceTransform; -uniform float uf_alphaTestRef; -#endif -TEXTURE_LAYOUT(40, 0, 0) uniform sampler2D textureUnitVS8;// Tex8 addr 0x3da26000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(45, 0, 1) uniform sampler2D textureUnitVS13;// Tex13 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; -ATTR_LAYOUT(0, 11) in uvec4 attrDataSem11; -ATTR_LAYOUT(0, 12) in uvec4 attrDataSem12; -ATTR_LAYOUT(0, 13) in uvec4 attrDataSem13; -ATTR_LAYOUT(0, 14) in uvec4 attrDataSem14; +layout(binding = 40) uniform sampler2D textureUnitVS8;// Tex8 addr 0x3da26000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler26 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 45) uniform sampler2D textureUnitVS13;// Tex13 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler31 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; +layout(location = 11) in uvec4 attrDataSem11; +layout(location = 12) in uvec4 attrDataSem12; +layout(location = 13) in uvec4 attrDataSem13; +layout(location = 14) in uvec4 attrDataSem14; out gl_PerVertex { vec4 gl_Position; @@ -2574,7 +2549,7 @@ R13i.w = ((R1i.x == 0)?(R16i.w):(R4i.z)); } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; // export -SET_POSITION(vec4(intBitsToFloat(R19i.x), intBitsToFloat(R19i.y), intBitsToFloat(R19i.z), intBitsToFloat(R19i.w))); +gl_Position = vec4(intBitsToFloat(R19i.x), intBitsToFloat(R19i.y), intBitsToFloat(R19i.z), intBitsToFloat(R19i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export diff --git a/Workarounds/BreathOfTheWild_NVIDIASmoke/314c2583a1612026_0000000000000000_vs.txt b/Workarounds/BreathOfTheWild_NVIDIASmoke/314c2583a1612026_0000000000000000_vs.txt index 5497f727..b22b87a4 100644 --- a/Workarounds/BreathOfTheWild_NVIDIASmoke/314c2583a1612026_0000000000000000_vs.txt +++ b/Workarounds/BreathOfTheWild_NVIDIASmoke/314c2583a1612026_0000000000000000_vs.txt @@ -1,60 +1,35 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 314c2583a1612026 // guardian explosion fire vs -UNIFORM_BUFFER_LAYOUT(6, 0, 1) uniform uniformBlockVS6 +layout(binding = 6, std140) uniform uniformBlockVS6 { vec4 uf_blockVS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(7, 0, 2) uniform uniformBlockVS7 +layout(binding = 7, std140) uniform uniformBlockVS7 { vec4 uf_blockVS7[1024]; }; -UNIFORM_BUFFER_LAYOUT(8, 0, 3) uniform uniformBlockVS8 +layout(binding = 8, std140) uniform uniformBlockVS8 { vec4 uf_blockVS8[1024]; }; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform float uf_alphaTestRef; -}; -#else -uniform vec2 uf_windowSpaceToClipSpaceTransform; -uniform float uf_alphaTestRef; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; out gl_PerVertex { vec4 gl_Position; @@ -2001,7 +1976,7 @@ R15i.w = ((R3i.y == 0)?(R6i.w):(R4i.w)); } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; // export -SET_POSITION(vec4(intBitsToFloat(R15i.x), intBitsToFloat(R15i.y), intBitsToFloat(R15i.z), intBitsToFloat(R15i.w))); +gl_Position = vec4(intBitsToFloat(R15i.x), intBitsToFloat(R15i.y), intBitsToFloat(R15i.z), intBitsToFloat(R15i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R11i.x), intBitsToFloat(R11i.y), intBitsToFloat(R11i.z), intBitsToFloat(R11i.w)); // export diff --git a/Workarounds/BreathOfTheWild_NVIDIASmoke/344d8b1f7d6f2b8e_0000000000000000_vs.txt b/Workarounds/BreathOfTheWild_NVIDIASmoke/344d8b1f7d6f2b8e_0000000000000000_vs.txt index 5be1a0a8..3d89f76d 100644 --- a/Workarounds/BreathOfTheWild_NVIDIASmoke/344d8b1f7d6f2b8e_0000000000000000_vs.txt +++ b/Workarounds/BreathOfTheWild_NVIDIASmoke/344d8b1f7d6f2b8e_0000000000000000_vs.txt @@ -1,67 +1,42 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 344d8b1f7d6f2b8e // guardian explosion yellow smoke vs -UNIFORM_BUFFER_LAYOUT(6, 0, 3) uniform uniformBlockVS6 +layout(binding = 6, std140) uniform uniformBlockVS6 { vec4 uf_blockVS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(7, 0, 4) uniform uniformBlockVS7 +layout(binding = 7, std140) uniform uniformBlockVS7 { vec4 uf_blockVS7[1024]; }; -UNIFORM_BUFFER_LAYOUT(8, 0, 5) uniform uniformBlockVS8 +layout(binding = 8, std140) uniform uniformBlockVS8 { vec4 uf_blockVS8[1024]; }; -UNIFORM_BUFFER_LAYOUT(13, 0, 6) uniform uniformBlockVS13 +layout(binding = 13, std140) uniform uniformBlockVS13 { vec4 uf_blockVS13[1024]; }; -#ifdef VULKAN -layout(set = 0, binding = 2) uniform ufBlock -{ uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform float uf_alphaTestRef; -}; -#else -uniform vec2 uf_windowSpaceToClipSpaceTransform; -uniform float uf_alphaTestRef; -#endif -TEXTURE_LAYOUT(40, 0, 0) uniform sampler2D textureUnitVS8;// Tex8 addr 0x3da26000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(45, 0, 1) uniform sampler2D textureUnitVS13;// Tex13 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; +layout(binding = 40) uniform sampler2D textureUnitVS8;// Tex8 addr 0x3da26000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler26 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 45) uniform sampler2D textureUnitVS13;// Tex13 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler31 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; out gl_PerVertex { vec4 gl_Position; @@ -2390,7 +2365,7 @@ R17i.w = ((R9i.x == 0)?(R3i.y):(PV0i.z)); } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; // export -SET_POSITION(vec4(intBitsToFloat(R17i.x), intBitsToFloat(R17i.y), intBitsToFloat(R17i.z), intBitsToFloat(R17i.w))); +gl_Position = vec4(intBitsToFloat(R17i.x), intBitsToFloat(R17i.y), intBitsToFloat(R17i.z), intBitsToFloat(R17i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R12i.x), intBitsToFloat(R12i.y), intBitsToFloat(R12i.z), intBitsToFloat(R12i.w)); // export diff --git a/Workarounds/BreathOfTheWild_NVIDIASmoke/961cf134642327cc_0000000000000000_vs.txt b/Workarounds/BreathOfTheWild_NVIDIASmoke/961cf134642327cc_0000000000000000_vs.txt index 93c63dc3..bb09b259 100644 --- a/Workarounds/BreathOfTheWild_NVIDIASmoke/961cf134642327cc_0000000000000000_vs.txt +++ b/Workarounds/BreathOfTheWild_NVIDIASmoke/961cf134642327cc_0000000000000000_vs.txt @@ -1,50 +1,24 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 961cf134642327cc // distant cloud and fog vs -#ifdef VULKAN -layout(set = 0, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedVS[68]; uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform float uf_alphaTestRef; -}; -#else -uniform ivec4 uf_remappedVS[68]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -uniform float uf_alphaTestRef; -#endif -TEXTURE_LAYOUT(40, 0, 0) uniform sampler2D textureUnitVS8;// Tex8 addr 0x3da26000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(45, 0, 1) uniform sampler2D textureUnitVS13;// Tex13 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; -ATTR_LAYOUT(0, 11) in uvec4 attrDataSem11; +layout(binding = 40) uniform sampler2D textureUnitVS8;// Tex8 addr 0x3da26000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler26 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 45) uniform sampler2D textureUnitVS13;// Tex13 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler31 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; +layout(location = 11) in uvec4 attrDataSem11; out gl_PerVertex { vec4 gl_Position; @@ -1849,7 +1823,7 @@ R23i.w = ((R12i.y == 0)?(R13i.x):(PV1i.x)); } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; // export -SET_POSITION(vec4(intBitsToFloat(R23i.x), intBitsToFloat(R23i.y), intBitsToFloat(R23i.z), intBitsToFloat(R23i.w))); +gl_Position = vec4(intBitsToFloat(R23i.x), intBitsToFloat(R23i.y), intBitsToFloat(R23i.z), intBitsToFloat(R23i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R26i.x), intBitsToFloat(R26i.y), intBitsToFloat(R26i.z), intBitsToFloat(R26i.w)); // export diff --git a/Workarounds/BreathOfTheWild_NVIDIASmoke/a4f029f0b16e3776_0000000000000000_vs.txt b/Workarounds/BreathOfTheWild_NVIDIASmoke/a4f029f0b16e3776_0000000000000000_vs.txt index 2c3fc449..d0bdfd3b 100644 --- a/Workarounds/BreathOfTheWild_NVIDIASmoke/a4f029f0b16e3776_0000000000000000_vs.txt +++ b/Workarounds/BreathOfTheWild_NVIDIASmoke/a4f029f0b16e3776_0000000000000000_vs.txt @@ -1,72 +1,47 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader a4f029f0b16e3776 -UNIFORM_BUFFER_LAYOUT(6, 0, 3) uniform uniformBlockVS6 +layout(binding = 6, std140) uniform uniformBlockVS6 { vec4 uf_blockVS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(7, 0, 4) uniform uniformBlockVS7 +layout(binding = 7, std140) uniform uniformBlockVS7 { vec4 uf_blockVS7[1024]; }; -UNIFORM_BUFFER_LAYOUT(8, 0, 5) uniform uniformBlockVS8 +layout(binding = 8, std140) uniform uniformBlockVS8 { vec4 uf_blockVS8[1024]; }; -UNIFORM_BUFFER_LAYOUT(11, 0, 6) uniform uniformBlockVS11 +layout(binding = 11, std140) uniform uniformBlockVS11 { vec4 uf_blockVS11[1024]; }; -UNIFORM_BUFFER_LAYOUT(13, 0, 7) uniform uniformBlockVS13 +layout(binding = 13, std140) uniform uniformBlockVS13 { vec4 uf_blockVS13[1024]; }; -#ifdef VULKAN -layout(set = 0, binding = 2) uniform ufBlock -{ uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform float uf_alphaTestRef; -}; -#else -uniform vec2 uf_windowSpaceToClipSpaceTransform; -uniform float uf_alphaTestRef; -#endif -TEXTURE_LAYOUT(40, 0, 0) uniform sampler2D textureUnitVS8;// Tex8 addr 0x3da26000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(45, 0, 1) uniform sampler2D textureUnitVS13;// Tex13 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; +layout(binding = 40) uniform sampler2D textureUnitVS8;// Tex8 addr 0x3da26000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler26 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 45) uniform sampler2D textureUnitVS13;// Tex13 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler31 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; out gl_PerVertex { vec4 gl_Position; @@ -2260,7 +2235,7 @@ PS1i = R0i.w; } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; // export -SET_POSITION(vec4(intBitsToFloat(R21i.x), intBitsToFloat(R21i.y), intBitsToFloat(R21i.z), intBitsToFloat(R21i.w))); +gl_Position = vec4(intBitsToFloat(R21i.x), intBitsToFloat(R21i.y), intBitsToFloat(R21i.z), intBitsToFloat(R21i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export diff --git a/Workarounds/BreathOfTheWild_NVIDIASmoke/b9eeedc9f6628c36_0000000000000000_vs.txt b/Workarounds/BreathOfTheWild_NVIDIASmoke/b9eeedc9f6628c36_0000000000000000_vs.txt index 1cd75fda..b6c1117c 100644 --- a/Workarounds/BreathOfTheWild_NVIDIASmoke/b9eeedc9f6628c36_0000000000000000_vs.txt +++ b/Workarounds/BreathOfTheWild_NVIDIASmoke/b9eeedc9f6628c36_0000000000000000_vs.txt @@ -1,80 +1,55 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader b9eeedc9f6628c36 // distant cloud and fog vs -UNIFORM_BUFFER_LAYOUT(6, 0, 3) uniform uniformBlockVS6 +layout(binding = 6, std140) uniform uniformBlockVS6 { vec4 uf_blockVS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(7, 0, 4) uniform uniformBlockVS7 +layout(binding = 7, std140) uniform uniformBlockVS7 { vec4 uf_blockVS7[1024]; }; -UNIFORM_BUFFER_LAYOUT(8, 0, 5) uniform uniformBlockVS8 +layout(binding = 8, std140) uniform uniformBlockVS8 { vec4 uf_blockVS8[1024]; }; -UNIFORM_BUFFER_LAYOUT(11, 0, 6) uniform uniformBlockVS11 +layout(binding = 11, std140) uniform uniformBlockVS11 { vec4 uf_blockVS11[1024]; }; -UNIFORM_BUFFER_LAYOUT(13, 0, 7) uniform uniformBlockVS13 +layout(binding = 13, std140) uniform uniformBlockVS13 { vec4 uf_blockVS13[1024]; }; -UNIFORM_BUFFER_LAYOUT(14, 0, 8) uniform uniformBlockVS14 +layout(binding = 14, std140) uniform uniformBlockVS14 { vec4 uf_blockVS14[1024]; }; -#ifdef VULKAN -layout(set = 0, binding = 2) uniform ufBlock -{ uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform float uf_alphaTestRef; -}; -#else -uniform vec2 uf_windowSpaceToClipSpaceTransform; -uniform float uf_alphaTestRef; -#endif -TEXTURE_LAYOUT(40, 0, 0) uniform sampler2D textureUnitVS8;// Tex8 addr 0x3da26000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(45, 0, 1) uniform sampler2D textureUnitVS13;// Tex13 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; -ATTR_LAYOUT(0, 11) in uvec4 attrDataSem11; -ATTR_LAYOUT(0, 12) in uvec4 attrDataSem12; -ATTR_LAYOUT(0, 13) in uvec4 attrDataSem13; +layout(binding = 40) uniform sampler2D textureUnitVS8;// Tex8 addr 0x3da26000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler26 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 45) uniform sampler2D textureUnitVS13;// Tex13 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler31 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; +layout(location = 11) in uvec4 attrDataSem11; +layout(location = 12) in uvec4 attrDataSem12; +layout(location = 13) in uvec4 attrDataSem13; out gl_PerVertex { vec4 gl_Position; @@ -2466,7 +2441,7 @@ R19i.z = ((R6i.z == 0)?(R1i.z):(R0i.y)); } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; // export -SET_POSITION(vec4(intBitsToFloat(R17i.x), intBitsToFloat(R17i.y), intBitsToFloat(R17i.z), intBitsToFloat(R17i.w))); +gl_Position = vec4(intBitsToFloat(R17i.x), intBitsToFloat(R17i.y), intBitsToFloat(R17i.z), intBitsToFloat(R17i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R25i.x), intBitsToFloat(R25i.y), intBitsToFloat(R25i.z), intBitsToFloat(R25i.w)); // export diff --git a/Workarounds/BreathOfTheWild_NVIDIASmoke/ea77e7f80b23e7b7_0000000000000000_vs.txt b/Workarounds/BreathOfTheWild_NVIDIASmoke/ea77e7f80b23e7b7_0000000000000000_vs.txt index 4ba220b0..69953b7c 100644 --- a/Workarounds/BreathOfTheWild_NVIDIASmoke/ea77e7f80b23e7b7_0000000000000000_vs.txt +++ b/Workarounds/BreathOfTheWild_NVIDIASmoke/ea77e7f80b23e7b7_0000000000000000_vs.txt @@ -1,73 +1,48 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader ea77e7f80b23e7b7 -UNIFORM_BUFFER_LAYOUT(6, 0, 3) uniform uniformBlockVS6 +layout(binding = 6, std140) uniform uniformBlockVS6 { vec4 uf_blockVS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(7, 0, 4) uniform uniformBlockVS7 +layout(binding = 7, std140) uniform uniformBlockVS7 { vec4 uf_blockVS7[1024]; }; -UNIFORM_BUFFER_LAYOUT(8, 0, 5) uniform uniformBlockVS8 +layout(binding = 8, std140) uniform uniformBlockVS8 { vec4 uf_blockVS8[1024]; }; -UNIFORM_BUFFER_LAYOUT(11, 0, 6) uniform uniformBlockVS11 +layout(binding = 11, std140) uniform uniformBlockVS11 { vec4 uf_blockVS11[1024]; }; -UNIFORM_BUFFER_LAYOUT(13, 0, 7) uniform uniformBlockVS13 +layout(binding = 13, std140) uniform uniformBlockVS13 { vec4 uf_blockVS13[1024]; }; -#ifdef VULKAN -layout(set = 0, binding = 2) uniform ufBlock -{ uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform float uf_alphaTestRef; -}; -#else -uniform vec2 uf_windowSpaceToClipSpaceTransform; -uniform float uf_alphaTestRef; -#endif -TEXTURE_LAYOUT(40, 0, 0) uniform sampler2D textureUnitVS8;// Tex8 addr 0x3da26000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(45, 0, 1) uniform sampler2D textureUnitVS13;// Tex13 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; -ATTR_LAYOUT(0, 11) in uvec4 attrDataSem11; +layout(binding = 40) uniform sampler2D textureUnitVS8;// Tex8 addr 0x3da26000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler26 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 45) uniform sampler2D textureUnitVS13;// Tex13 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler31 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; +layout(location = 11) in uvec4 attrDataSem11; out gl_PerVertex { vec4 gl_Position; @@ -2749,7 +2724,7 @@ R17i.w = ((R127i.y == 0)?(R10i.w):(R10i.w)); } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; // export -SET_POSITION(vec4(intBitsToFloat(R21i.x), intBitsToFloat(R21i.y), intBitsToFloat(R21i.z), intBitsToFloat(R21i.w))); +gl_Position = vec4(intBitsToFloat(R21i.x), intBitsToFloat(R21i.y), intBitsToFloat(R21i.z), intBitsToFloat(R21i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R26i.x), intBitsToFloat(R26i.y), intBitsToFloat(R26i.z), intBitsToFloat(R26i.w)); // export diff --git a/Workarounds/BreathOfTheWild_NVIDIASmoke/fc4a738a3df2bcce_0000000000000000_vs.txt b/Workarounds/BreathOfTheWild_NVIDIASmoke/fc4a738a3df2bcce_0000000000000000_vs.txt index 7eedde68..d934847e 100644 --- a/Workarounds/BreathOfTheWild_NVIDIASmoke/fc4a738a3df2bcce_0000000000000000_vs.txt +++ b/Workarounds/BreathOfTheWild_NVIDIASmoke/fc4a738a3df2bcce_0000000000000000_vs.txt @@ -1,74 +1,49 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader fc4a738a3df2bcce // guardian explosion plasma smoke vs -UNIFORM_BUFFER_LAYOUT(6, 0, 3) uniform uniformBlockVS6 +layout(binding = 6, std140) uniform uniformBlockVS6 { vec4 uf_blockVS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(7, 0, 4) uniform uniformBlockVS7 +layout(binding = 7, std140) uniform uniformBlockVS7 { vec4 uf_blockVS7[1024]; }; -UNIFORM_BUFFER_LAYOUT(8, 0, 5) uniform uniformBlockVS8 +layout(binding = 8, std140) uniform uniformBlockVS8 { vec4 uf_blockVS8[1024]; }; -UNIFORM_BUFFER_LAYOUT(11, 0, 6) uniform uniformBlockVS11 +layout(binding = 11, std140) uniform uniformBlockVS11 { vec4 uf_blockVS11[1024]; }; -UNIFORM_BUFFER_LAYOUT(13, 0, 7) uniform uniformBlockVS13 +layout(binding = 13, std140) uniform uniformBlockVS13 { vec4 uf_blockVS13[1024]; }; -UNIFORM_BUFFER_LAYOUT(14, 0, 8) uniform uniformBlockVS14 +layout(binding = 14, std140) uniform uniformBlockVS14 { vec4 uf_blockVS14[1024]; }; -#ifdef VULKAN -layout(set = 0, binding = 2) uniform ufBlock -{ uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform float uf_alphaTestRef; -}; -#else -uniform vec2 uf_windowSpaceToClipSpaceTransform; -uniform float uf_alphaTestRef; -#endif -TEXTURE_LAYOUT(40, 0, 0) uniform sampler2D textureUnitVS8;// Tex8 addr 0x3da26000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(45, 0, 1) uniform sampler2D textureUnitVS13;// Tex13 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; +layout(binding = 40) uniform sampler2D textureUnitVS8;// Tex8 addr 0x3da26000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler26 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 45) uniform sampler2D textureUnitVS13;// Tex13 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler31 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; out gl_PerVertex { vec4 gl_Position; @@ -2736,7 +2711,7 @@ R0i.z = ((R12i.z == 0)?(R4i.z):(R4i.z)); } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; // export -SET_POSITION(vec4(intBitsToFloat(R19i.x), intBitsToFloat(R19i.y), intBitsToFloat(R19i.z), intBitsToFloat(R19i.w))); +gl_Position = vec4(intBitsToFloat(R19i.x), intBitsToFloat(R19i.y), intBitsToFloat(R19i.z), intBitsToFloat(R19i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R11i.x), intBitsToFloat(R11i.y), intBitsToFloat(R11i.z), intBitsToFloat(R11i.w)); // export diff --git a/Workarounds/BreathOfTheWild_NVIDIASmoke/rules.txt b/Workarounds/BreathOfTheWild_NVIDIASmoke/rules.txt index beb8ee7d..01dac7c0 100644 --- a/Workarounds/BreathOfTheWild_NVIDIASmoke/rules.txt +++ b/Workarounds/BreathOfTheWild_NVIDIASmoke/rules.txt @@ -3,7 +3,7 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = "NVIDIA Explosion Smoke Workaround" path = "The Legend of Zelda: Breath of the Wild/Workarounds/GPU specific workarounds/Nvidia: Explosion Smoke" description = Partially fixes thin paper look explosion smoke on NVIDIA when using accurateShaderMul = true. -version = 4 +version = 3 # A quick found by Rajkosto, Xalphenos, Darkemaste # Shaders dumped from Cemu 1.10.0f and BotW 1.3.1 diff --git a/Workarounds/BreathOfTheWild_removeStretchedClouds/73ddf96c9094eb92_0000000000000000_vs.txt b/Workarounds/BreathOfTheWild_removeStretchedClouds/73ddf96c9094eb92_0000000000000000_vs.txt index 5a789d4c..fd9c8539 100644 --- a/Workarounds/BreathOfTheWild_removeStretchedClouds/73ddf96c9094eb92_0000000000000000_vs.txt +++ b/Workarounds/BreathOfTheWild_removeStretchedClouds/73ddf96c9094eb92_0000000000000000_vs.txt @@ -2,77 +2,52 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 73ddf96c9094eb92 -#ifdef VULKAN -layout(set = 0, binding = 2) uniform ufBlock -{ uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform float uf_alphaTestRef; -}; -#else -uniform vec2 uf_windowSpaceToClipSpaceTransform; -uniform float uf_alphaTestRef; -#endif -UNIFORM_BUFFER_LAYOUT(6, 0, 3) uniform uniformBlockVS6 +layout(binding = 6, std140) uniform uniformBlockVS6 { vec4 uf_blockVS6[1024]; }; -UNIFORM_BUFFER_LAYOUT(7, 0, 4) uniform uniformBlockVS7 +layout(binding = 7, std140) uniform uniformBlockVS7 { vec4 uf_blockVS7[1024]; }; -UNIFORM_BUFFER_LAYOUT(8, 0, 5) uniform uniformBlockVS8 +layout(binding = 8, std140) uniform uniformBlockVS8 { vec4 uf_blockVS8[1024]; }; -UNIFORM_BUFFER_LAYOUT(11, 0, 6) uniform uniformBlockVS11 +layout(binding = 11, std140) uniform uniformBlockVS11 { vec4 uf_blockVS11[1024]; }; -UNIFORM_BUFFER_LAYOUT(13, 0, 7) uniform uniformBlockVS13 +layout(binding = 13, std140) uniform uniformBlockVS13 { vec4 uf_blockVS13[1024]; }; -UNIFORM_BUFFER_LAYOUT(14, 0, 8) uniform uniformBlockVS14 +layout(binding = 14, std140) uniform uniformBlockVS14 { vec4 uf_blockVS14[1024]; }; -TEXTURE_LAYOUT(40, 0, 0) uniform sampler2D textureUnitVS8;// Tex8 addr 0x3cfaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(45, 0, 1) uniform sampler2D textureUnitVS13;// Tex13 addr 0x3d10f000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; -ATTR_LAYOUT(0, 4) in uvec4 attrDataSem4; -ATTR_LAYOUT(0, 5) in uvec4 attrDataSem5; -ATTR_LAYOUT(0, 6) in uvec4 attrDataSem6; -ATTR_LAYOUT(0, 7) in uvec4 attrDataSem7; -ATTR_LAYOUT(0, 8) in uvec4 attrDataSem8; -ATTR_LAYOUT(0, 9) in uvec4 attrDataSem9; -ATTR_LAYOUT(0, 10) in uvec4 attrDataSem10; +layout(binding = 40) uniform sampler2D textureUnitVS8;// Tex8 addr 0x3cfaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler26 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 45) uniform sampler2D textureUnitVS13;// Tex13 addr 0x3d10f000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler31 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; out gl_PerVertex { vec4 gl_Position; @@ -2321,7 +2296,7 @@ R4i.z = ((R6i.z == 0)?(R1i.z):(R0i.y)); activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; // export //gl_Position = vec4(intBitsToFloat(R17i.x), intBitsToFloat(R17i.y), intBitsToFloat(R17i.z), intBitsToFloat(R17i.w)); -SET_POSITION(vec4(0.0)); +gl_Position = vec4(0.0); // export passParameterSem0 = vec4(intBitsToFloat(R24i.x), intBitsToFloat(R24i.y), intBitsToFloat(R24i.z), intBitsToFloat(R24i.w)); // export diff --git a/Workarounds/BreathOfTheWild_removeStretchedClouds/rules.txt b/Workarounds/BreathOfTheWild_removeStretchedClouds/rules.txt index 22920ecc..b394433f 100644 --- a/Workarounds/BreathOfTheWild_removeStretchedClouds/rules.txt +++ b/Workarounds/BreathOfTheWild_removeStretchedClouds/rules.txt @@ -3,4 +3,4 @@ titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = "Cloud fix" path = "The Legend of Zelda: Breath of the Wild/Workarounds/Clouds" description = Workaround for some clouds not rendering correctly -version = 4 \ No newline at end of file +version = 3 \ No newline at end of file diff --git a/Workarounds/ColorSplash_GreenCharactersTint/0111382add7112a8_000080007124924b_ps.txt b/Workarounds/ColorSplash_GreenCharactersTint/0111382add7112a8_000080007124924b_ps.txt index c60d8890..e5327383 100644 --- a/Workarounds/ColorSplash_GreenCharactersTint/0111382add7112a8_000080007124924b_ps.txt +++ b/Workarounds/ColorSplash_GreenCharactersTint/0111382add7112a8_000080007124924b_ps.txt @@ -1,49 +1,22 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 0111382add7112a8 // Used for: Removing green tint from characters. -#ifdef VULKAN -layout(set = 1, binding = 10) uniform ufBlock -{ uniform ivec4 uf_remappedPS[37]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[37]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x292e8000 res 144x225x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0x362be000 res 64x64x1 dim 1 tm: 4 format 0235 compSel: 0 1 4 5 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;// Tex3 addr 0x3686e000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;// Tex4 addr 0x36870000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7 -TEXTURE_LAYOUT(6, 1, 4) uniform sampler2D textureUnitPS6;// Tex6 addr 0x29368000 res 138x223x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(7, 1, 5) uniform sampler2D textureUnitPS7;// Tex7 addr 0x32daa000 res 64x64x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(10, 1, 6) uniform sampler2D textureUnitPS10;// Tex10 addr 0xf56c4800 res 1024x1024x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(11, 1, 7) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf5ac4800 res 1024x1024x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(12, 1, 8) uniform sampler2D textureUnitPS12;// Tex12 addr 0xf5ec4800 res 512x512x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(15, 1, 9) uniform samplerCubeArray textureUnitPS15;// Tex15 addr 0x130dc000 res 128x128x1 dim 3 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x8 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x292e8000 res 144x225x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 6 6 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x362be000 res 64x64x1 dim 1 tm: 4 format 0235 compSel: 0 1 4 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x3686e000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x36870000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 0 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0x29368000 res 138x223x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 6 6 2 border: 0 +layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0x32daa000 res 64x64x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 10) uniform sampler2D textureUnitPS10;// Tex10 addr 0xf56c4800 res 1024x1024x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler10 ClampX/Y/Z: 6 6 6 border: 2 +layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf5ac4800 res 1024x1024x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 6 6 6 border: 2 +layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0xf5ec4800 res 512x512x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 6 6 6 border: 2 +layout(binding = 15) uniform samplerCubeArray textureUnitPS15;// Tex15 addr 0x130dc000 res 128x128x1 dim 3 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x6) Sampler15 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; @@ -58,6 +31,7 @@ layout(location = 1) out vec4 passPixelColor1; layout(location = 2) out vec4 passPixelColor2; layout(location = 3) out vec4 passPixelColor3; layout(location = 4) out vec4 passPixelColor4; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 diff --git a/Workarounds/ColorSplash_GreenCharactersTint/rules.txt b/Workarounds/ColorSplash_GreenCharactersTint/rules.txt index 6a05f372..d0c45106 100644 --- a/Workarounds/ColorSplash_GreenCharactersTint/rules.txt +++ b/Workarounds/ColorSplash_GreenCharactersTint/rules.txt @@ -3,4 +3,4 @@ titleIds = 000500001F600900,000500001F600A00,000500001F600B00 name = "Green Tinted Characters Workaround" path = "Paper Mario: Color Splash/Workarounds/Green Tinted Characters" description = Fixes the green tint on characters that occur randomly. -version = 4 \ No newline at end of file +version = 3 \ No newline at end of file diff --git a/Workarounds/HyruleWarriors_DLCFix/rules.txt b/Workarounds/HyruleWarriors_DLCFix/rules.txt index 94af7462..335882c6 100644 --- a/Workarounds/HyruleWarriors_DLCFix/rules.txt +++ b/Workarounds/HyruleWarriors_DLCFix/rules.txt @@ -3,4 +3,4 @@ titleIds = 000500001017D800,000500001017D900,000500001017CD00 name = "Hyrule Warriors - DLC Crash Fix" path = "Hyrule Warriors/Workarounds/DLC Crash Fix" description = Fixes game crashing with DLC installed. -version = 4 +version = 3 diff --git a/Workarounds/HyruleWarriors_EnemyDeathFix/6e8a52b2c5236e90_0000000001fffe49_ps.txt b/Workarounds/HyruleWarriors_EnemyDeathFix/6e8a52b2c5236e90_0000000001fffe49_ps.txt index c8d7fd27..659cdba6 100644 --- a/Workarounds/HyruleWarriors_EnemyDeathFix/6e8a52b2c5236e90_0000000001fffe49_ps.txt +++ b/Workarounds/HyruleWarriors_EnemyDeathFix/6e8a52b2c5236e90_0000000001fffe49_ps.txt @@ -1,37 +1,11 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 6e8a52b2c5236e90 -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[16]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[16]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21304000 res 512x512x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x212d7000 res 512x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x21280000 res 512x512x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0x8 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21304000 res 512x512x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x212d7000 res 512x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x21280000 res 512x512x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0 layout(location = 0) in vec4 passParameterSem64; layout(location = 1) in vec4 passParameterSem65; layout(location = 2) in vec4 passParameterSem66; @@ -40,6 +14,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 2) out vec4 passPixelColor2; layout(location = 3) out vec4 passPixelColor3; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Workarounds/HyruleWarriors_EnemyDeathFix/fcea74ffa264fa58_000000000ffff2c9_ps.txt b/Workarounds/HyruleWarriors_EnemyDeathFix/fcea74ffa264fa58_000000000ffff2c9_ps.txt index 9caf4624..b3a6ffae 100644 --- a/Workarounds/HyruleWarriors_EnemyDeathFix/fcea74ffa264fa58_000000000ffff2c9_ps.txt +++ b/Workarounds/HyruleWarriors_EnemyDeathFix/fcea74ffa264fa58_000000000ffff2c9_ps.txt @@ -1,38 +1,12 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader fcea74ffa264fa58 -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ uniform ivec4 uf_remappedPS[18]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[18]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2178c000 res 512x512x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(1, 1, 1) uniform samplerCubeArray textureUnitPS1;// Tex1 addr 0x1bb2c000 res 256x256x1 dim 3 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x2175f000 res 512x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x8 -TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x21708000 res 512x512x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0x8 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2178c000 res 512x512x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform samplerCubeArray textureUnitPS1;// Tex1 addr 0x1bb2c000 res 256x256x1 dim 3 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x2175f000 res 512x512x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x21708000 res 512x512x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 0 border: 0 layout(location = 0) in vec4 passParameterSem64; layout(location = 1) in vec4 passParameterSem65; layout(location = 2) in vec4 passParameterSem66; @@ -41,6 +15,7 @@ layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 2) out vec4 passPixelColor2; layout(location = 3) out vec4 passPixelColor3; +uniform vec2 uf_fragCoordScale; void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 diff --git a/Workarounds/HyruleWarriors_EnemyDeathFix/rules.txt b/Workarounds/HyruleWarriors_EnemyDeathFix/rules.txt index bf6b320e..8b822dc7 100644 --- a/Workarounds/HyruleWarriors_EnemyDeathFix/rules.txt +++ b/Workarounds/HyruleWarriors_EnemyDeathFix/rules.txt @@ -3,4 +3,4 @@ titleIds = 000500001017D800,000500001017D900,000500001017CD00 name = "Hyrule Warriors - NVIDIA Enemy Death Fix" path = "Hyrule Warriors/Workarounds/NVIDIA Enemy Death Fix" description = Fixes graphics glitch and crashes due to enemy death. -version = 4 +version = 3 diff --git a/Workarounds/SuperMarioMaker_GridFix/a2b3125cf46e9f74_0000000000000000_vs.txt b/Workarounds/SuperMarioMaker_GridFix/a2b3125cf46e9f74_0000000000000000_vs.txt index e0e2b8b3..10a9290e 100644 --- a/Workarounds/SuperMarioMaker_GridFix/a2b3125cf46e9f74_0000000000000000_vs.txt +++ b/Workarounds/SuperMarioMaker_GridFix/a2b3125cf46e9f74_0000000000000000_vs.txt @@ -2,39 +2,14 @@ #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader a2b3125cf46e9f74 // Used for: Fixing the grid by inserting some values that are 0 on recompiler mode. -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[17]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[17]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem8; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; @@ -252,7 +227,7 @@ R4f.x = R126f.x * PS1f; R4f.y = R127f.y * PS1f; R4f.z = R126f.z * PS1f; // export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export // skipped export to semanticId 255 // export diff --git a/Workarounds/SuperMarioMaker_GridFix/rules.txt b/Workarounds/SuperMarioMaker_GridFix/rules.txt index e800790a..653e5c4c 100644 --- a/Workarounds/SuperMarioMaker_GridFix/rules.txt +++ b/Workarounds/SuperMarioMaker_GridFix/rules.txt @@ -3,4 +3,4 @@ titleIds = 000500001018DB00,000500001018DC00,000500001018DD00 name = Grid Fix path = "Super Mario Maker/Workarounds/Grid Fix" description = Fixes the issue where the grid isn't rendered correctly and adds a tint to the image. Normally only there with interpreter. -version = 4 \ No newline at end of file +version = 3 \ No newline at end of file diff --git a/Workarounds/SuperSmashBros_NoPixelMess/rules.txt b/Workarounds/SuperSmashBros_NoPixelMess/rules.txt index da59bc25..c4baaad3 100644 --- a/Workarounds/SuperSmashBros_NoPixelMess/rules.txt +++ b/Workarounds/SuperSmashBros_NoPixelMess/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010110E00,0005000010145000,0005000010144F00 name = No "Pixel Mess" path = Super Smash Bros. for Wii U/Workarounds/No "Pixel Mess" description = Removes the "Pixel Mess" that appears on the results screen. Currently causes several effects to not appear. -version = 4 +version = 3 # A screenshot of the issue can be seen here: https://cdn.discordapp.com/attachments/286429969104764928/335077383847673857/unknown.png diff --git a/Workarounds/Wonderful101_ShadowRemoval/2a8afa64e98f2977_0000000000000000_vs.txt b/Workarounds/Wonderful101_ShadowRemoval/2a8afa64e98f2977_0000000000000000_vs.txt index e799b7db..a8401707 100644 --- a/Workarounds/Wonderful101_ShadowRemoval/2a8afa64e98f2977_0000000000000000_vs.txt +++ b/Workarounds/Wonderful101_ShadowRemoval/2a8afa64e98f2977_0000000000000000_vs.txt @@ -1,51 +1,27 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 2a8afa64e98f2977 -UNIFORM_BUFFER_LAYOUT(1, 0, 1) uniform uniformBlockVS1 +layout(binding = 1, std140) uniform uniformBlockVS1 { vec4 uf_blockVS1[1024]; }; -UNIFORM_BUFFER_LAYOUT(2, 0, 2) uniform uniformBlockVS2 +layout(binding = 2, std140) uniform uniformBlockVS2 { vec4 uf_blockVS2[1024]; }; -UNIFORM_BUFFER_LAYOUT(4, 0, 3) uniform uniformBlockVS4 +layout(binding = 4, std140) uniform uniformBlockVS4 { vec4 uf_blockVS4[1024]; }; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -ATTR_LAYOUT(0, 3) in uvec4 attrDataSem3; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; out gl_PerVertex { vec4 gl_Position; @@ -415,7 +391,7 @@ PV1i.z = tempi.x; PV1i.w = tempi.x; R4i.w = tempi.x; // export -SET_POSITION(vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w))); +gl_Position = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); // export // skipped export to semanticId 255 // 0 diff --git a/Workarounds/Wonderful101_ShadowRemoval/5c0d907ed99903ab_0000000000000000_vs.txt b/Workarounds/Wonderful101_ShadowRemoval/5c0d907ed99903ab_0000000000000000_vs.txt index 12d37ad4..c739b0e6 100644 --- a/Workarounds/Wonderful101_ShadowRemoval/5c0d907ed99903ab_0000000000000000_vs.txt +++ b/Workarounds/Wonderful101_ShadowRemoval/5c0d907ed99903ab_0000000000000000_vs.txt @@ -1,36 +1,11 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 5c0d907ed99903ab -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ uniform ivec4 uf_remappedVS[9]; uniform vec2 uf_windowSpaceToClipSpaceTransform; -}; -#else -uniform ivec4 uf_remappedVS[9]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem3; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem3; out gl_PerVertex { vec4 gl_Position; @@ -215,7 +190,7 @@ PV1i.z = tempi.x; PV1i.w = tempi.x; R2i.w = tempi.x; // export -SET_POSITION(vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w))); +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // export // skipped export to semanticId 255 // 0 diff --git a/Workarounds/Wonderful101_ShadowRemoval/rules.txt b/Workarounds/Wonderful101_ShadowRemoval/rules.txt index b98fe7a8..4c1460ab 100644 --- a/Workarounds/Wonderful101_ShadowRemoval/rules.txt +++ b/Workarounds/Wonderful101_ShadowRemoval/rules.txt @@ -3,4 +3,4 @@ titleIds = 0005000010116300,000500001012DC00,0005000010135300 name = Shadow Removal path = "The Wonderful 101/Workarounds/Shadow Removal" description = This removes all broken shadows. -version = 4 +version = 3 diff --git a/Workarounds/XenobladeX_Brightness/3cc7e98f78c258b4_00000000000003ca_ps.txt b/Workarounds/XenobladeX_Brightness/3cc7e98f78c258b4_00000000000003ca_ps.txt index a38f4bfb..523384d3 100644 --- a/Workarounds/XenobladeX_Brightness/3cc7e98f78c258b4_00000000000003ca_ps.txt +++ b/Workarounds/XenobladeX_Brightness/3cc7e98f78c258b4_00000000000003ca_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 3cc7e98f78c258b4 // brightness workaround. // To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia // changes here in turn "breaks" bloom as they over or under expose depending on day/night @@ -45,21 +28,13 @@ vec3 contrasty(vec3 colour){ } -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x2603b000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x2603b000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; highp float lineRand(vec2 co) { highp float a = 12.9898; diff --git a/Workarounds/XenobladeX_Brightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt b/Workarounds/XenobladeX_Brightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt index bf053af2..982057d5 100644 --- a/Workarounds/XenobladeX_Brightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt +++ b/Workarounds/XenobladeX_Brightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt @@ -1,23 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader 7b9f05b2bd8f3b71 //skell cockpit brigthtness fix + minor colour tweak to balance broken bloom const float exposure = $exposure; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. @@ -27,19 +10,11 @@ const float vibrance = $vibrance; // 0.0 is neutral const float crushContrast = $crushContrast; // 0.0 is neutral. loss of shadow detail -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; vec3 contrasty(vec3 colour) { diff --git a/Workarounds/XenobladeX_Brightness/bd74794730fc559a_00000000ff249249_ps.txt b/Workarounds/XenobladeX_Brightness/bd74794730fc559a_00000000ff249249_ps.txt index 6427882e..28c32159 100644 --- a/Workarounds/XenobladeX_Brightness/bd74794730fc559a_00000000ff249249_ps.txt +++ b/Workarounds/XenobladeX_Brightness/bd74794730fc559a_00000000ff249249_ps.txt @@ -1,50 +1,25 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader bd74794730fc559a //tweak glare, less J.J. Abrams const float glare = $glare; //reflection on skell, characters, metal objects etc -#ifdef VULKAN -layout(set = 1, binding = 8) uniform ufBlock -{ uniform ivec4 uf_remappedPS[12]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[12]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5196000 res 1280x720x1 dim 1 tm: 4 format 0810 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5d48000 res 1x1x1 dim 1 tm: 2 format 0008 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(4, 1, 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4a8e000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(5, 1, 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(7, 1, 6) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf589e000 res 640x360x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(9, 1, 7) uniform sampler2D textureUnitPS9;// Tex9 addr 0xf5ff0000 res 64x64x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5196000 res 1280x720x1 dim 1 tm: 4 format 0810 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5d48000 res 1x1x1 dim 1 tm: 2 format 0008 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4a8e000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf589e000 res 640x360x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 9) uniform sampler2D textureUnitPS9;// Tex9 addr 0xf5ff0000 res 64x64x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler9 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; layout(location = 3) in vec4 passParameterSem3; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Workarounds/XenobladeX_Brightness/d936195db0dd8e7d_0000000000001e52_ps.txt b/Workarounds/XenobladeX_Brightness/d936195db0dd8e7d_0000000000001e52_ps.txt index e67c46d1..fbe12c8b 100644 --- a/Workarounds/XenobladeX_Brightness/d936195db0dd8e7d_0000000000001e52_ps.txt +++ b/Workarounds/XenobladeX_Brightness/d936195db0dd8e7d_0000000000001e52_ps.txt @@ -1,22 +1,5 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - // shader d936195db0dd8e7d // cross fade brightness // To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia @@ -45,21 +28,13 @@ vec3 contrasty(vec3 colour){ return fColour; } -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(1, 1, 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x26032000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 -TEXTURE_LAYOUT(2, 1, 2) uniform sampler3D textureUnitPS2;// Tex2 addr 0x2603b000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x26032000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 2) uniform sampler3D textureUnitPS2;// Tex2 addr 0x2603b000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler2 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; highp float lineRand(vec2 co) { diff --git a/Workarounds/XenobladeX_Brightness/rules.txt b/Workarounds/XenobladeX_Brightness/rules.txt index 4f5a701f..2d57c2ab 100644 --- a/Workarounds/XenobladeX_Brightness/rules.txt +++ b/Workarounds/XenobladeX_Brightness/rules.txt @@ -3,7 +3,7 @@ titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00 name = Brightness Workaround path = "Xenoblade Chronicles X/Workarounds/Brightness" description = Edit presets for preference. -version = 4 +version = 3 [Preset] name = NVIDIA diff --git a/Workarounds/eShop_RemoveGrayOverlay/fcd26205b94e11ca_000000000000001f_ps.txt b/Workarounds/eShop_RemoveGrayOverlay/fcd26205b94e11ca_000000000000001f_ps.txt index a1c2244c..86d176d1 100644 --- a/Workarounds/eShop_RemoveGrayOverlay/fcd26205b94e11ca_000000000000001f_ps.txt +++ b/Workarounds/eShop_RemoveGrayOverlay/fcd26205b94e11ca_000000000000001f_ps.txt @@ -1,39 +1,13 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Workarounds/eShop_RemoveGrayOverlay/fcd26205b94e11ca_0000000000000079_ps.txt b/Workarounds/eShop_RemoveGrayOverlay/fcd26205b94e11ca_0000000000000079_ps.txt index 2e6e4237..7e33fcda 100644 --- a/Workarounds/eShop_RemoveGrayOverlay/fcd26205b94e11ca_0000000000000079_ps.txt +++ b/Workarounds/eShop_RemoveGrayOverlay/fcd26205b94e11ca_0000000000000079_ps.txt @@ -1,37 +1,12 @@ #version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. - -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ uniform ivec4 uf_remappedPS[2]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Workarounds/eShop_RemoveGrayOverlay/rules.txt b/Workarounds/eShop_RemoveGrayOverlay/rules.txt index 75db3a69..4dd2d65d 100644 --- a/Workarounds/eShop_RemoveGrayOverlay/rules.txt +++ b/Workarounds/eShop_RemoveGrayOverlay/rules.txt @@ -1,6 +1,6 @@ [Definition] titleIds = 000500301001400a,000500301001410a,000500301001420a name = "Remove gray overlay" -version = 4 +version = 3 path = "Nintendo eShop/Workarounds/Remove gray overlay" description = Hides the gray overlay covering the lower half of the screen \ No newline at end of file