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[SLW] disable grass
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@ -0,0 +1,34 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 061c4a3b19113538
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// grass shader - WINDY HILL 1/2/4, TROPICAL COAST 1/2/4, SILENT FOREST 1/2/4, ETC.
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// dumped on cemu 1.11.5
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uniform ivec4 uf_remappedVS[20];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform float uf_alphaTestRef;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem8;
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layout(location = 2) in uvec4 attrDataSem12;
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layout(location = 3) in uvec4 attrDataSem13;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem136;
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layout(location = 1) out vec4 passParameterSem131;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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}
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@ -0,0 +1,35 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 289fad0a94a60a46
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// grass shader - WINDY HILL 3, SILENT FOREST 3
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// dumped on cemu 1.11.5
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uniform ivec4 uf_remappedVS[18];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform float uf_alphaTestRef;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem8;
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layout(location = 2) in uvec4 attrDataSem12;
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layout(location = 3) in uvec4 attrDataSem13;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem136;
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layout(location = 1) out vec4 passParameterSem131;
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layout(location = 2) out vec4 passParameterSem142;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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}
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@ -1,10 +1,12 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 7658289ba65cb755
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const float brightnessMultiplier = (16.0 / 9.0);
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// "dark overlay"
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// dumped on cemu 1.11.5
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uniform ivec4 uf_remappedPS[1];
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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
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layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x1786d800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem137;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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@ -54,5 +56,5 @@ R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
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R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
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R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
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// export
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w)*brightnessMultiplier;
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w)* (16.0/9.0);
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}
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@ -1,11 +1,13 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 971a39bb79e32fd1
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const float brightnessMultiplier = (16.0 / 9.0);
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// "dark overlay"
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// dumped on cemu 1.11.5
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uniform ivec4 uf_remappedPS[8];
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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
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x1786d800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem136;
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layout(location = 1) in vec4 passParameterSem137;
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layout(location = 0) out vec4 passPixelColor0;
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@ -112,5 +114,5 @@ PV0f.w = -(PV1f.y) + 1.0;
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// 9
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R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
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// export
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passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w)*brightnessMultiplier;
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passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w)* (16.0/9.0);
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}
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@ -1,11 +1,13 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader e1d2a971c93cd82a
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const float brightnessMultiplier = (16.0 / 9.0);
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// "dark overlay"
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// dumped on cemu 1.11.5
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uniform ivec4 uf_remappedPS[8];
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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
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x1786d800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem136;
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layout(location = 1) in vec4 passParameterSem137;
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layout(location = 0) out vec4 passPixelColor0;
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@ -98,5 +100,5 @@ PV1f.w = min(PV0f.y, PV0f.z);
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// 8
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R0f.w = R127f.w + PV1f.w;
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*brightnessMultiplier;
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)* (16.0/9.0);
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}
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@ -1,4 +1,4 @@
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[Definition]
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titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210128F01
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name = "Sonic Lost World - Brightness Fix"
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name = "Sonic Lost World - Display Fixes"
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version = 2
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