[SLW] disable grass

This commit is contained in:
Michael 2018-02-25 14:58:51 -08:00
parent bdb2f06ee4
commit d6750e35f2
6 changed files with 85 additions and 10 deletions

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@ -0,0 +1,34 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 061c4a3b19113538
// grass shader - WINDY HILL 1/2/4, TROPICAL COAST 1/2/4, SILENT FOREST 1/2/4, ETC.
// dumped on cemu 1.11.5
uniform ivec4 uf_remappedVS[20];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
uniform float uf_alphaTestRef;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem8;
layout(location = 2) in uvec4 attrDataSem12;
layout(location = 3) in uvec4 attrDataSem13;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem136;
layout(location = 1) out vec4 passParameterSem131;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
}

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@ -0,0 +1,35 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 289fad0a94a60a46
// grass shader - WINDY HILL 3, SILENT FOREST 3
// dumped on cemu 1.11.5
uniform ivec4 uf_remappedVS[18];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
uniform float uf_alphaTestRef;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem8;
layout(location = 2) in uvec4 attrDataSem12;
layout(location = 3) in uvec4 attrDataSem13;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem136;
layout(location = 1) out vec4 passParameterSem131;
layout(location = 2) out vec4 passParameterSem142;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
}

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@ -1,10 +1,12 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 7658289ba65cb755 // shader 7658289ba65cb755
const float brightnessMultiplier = (16.0 / 9.0); // "dark overlay"
// dumped on cemu 1.11.5
uniform ivec4 uf_remappedPS[1]; uniform ivec4 uf_remappedPS[1];
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(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(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 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
layout(location = 0) in vec4 passParameterSem137; layout(location = 0) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0; layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
@ -54,5 +56,5 @@ R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x); R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x); R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export // export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w)*brightnessMultiplier; passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w)* (16.0/9.0);
} }

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@ -1,11 +1,13 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 971a39bb79e32fd1 // shader 971a39bb79e32fd1
const float brightnessMultiplier = (16.0 / 9.0); // "dark overlay"
// dumped on cemu 1.11.5
uniform ivec4 uf_remappedPS[8]; uniform ivec4 uf_remappedPS[8];
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(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(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 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
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 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
layout(location = 0) in vec4 passParameterSem136; layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137; layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0; layout(location = 0) out vec4 passPixelColor0;
@ -112,5 +114,5 @@ PV0f.w = -(PV1f.y) + 1.0;
// 9 // 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y); R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export // export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w)*brightnessMultiplier; passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w)* (16.0/9.0);
} }

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@ -1,11 +1,13 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader e1d2a971c93cd82a // shader e1d2a971c93cd82a
const float brightnessMultiplier = (16.0 / 9.0); // "dark overlay"
// dumped on cemu 1.11.5
uniform ivec4 uf_remappedPS[8]; uniform ivec4 uf_remappedPS[8];
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(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(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 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
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 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
layout(location = 0) in vec4 passParameterSem136; layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137; layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0; layout(location = 0) out vec4 passPixelColor0;
@ -98,5 +100,5 @@ PV1f.w = min(PV0f.y, PV0f.z);
// 8 // 8
R0f.w = R127f.w + PV1f.w; R0f.w = R127f.w + PV1f.w;
// export // export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*brightnessMultiplier; passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)* (16.0/9.0);
} }

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@ -1,4 +1,4 @@
[Definition] [Definition]
titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210128F01 titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210128F01
name = "Sonic Lost World - Brightness Fix" name = "Sonic Lost World - Display Fixes"
version = 2 version = 2