diff --git a/Resolutions/CaptainToad_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt b/Resolutions/CaptainToad_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt index ef6eaa75..66b969b5 100644 --- a/Resolutions/CaptainToad_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt +++ b/Resolutions/CaptainToad_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt @@ -1,15 +1,41 @@ #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 shader was automatically converted to be cross-compatible with Vulkan and OpenGL. + // shader 37a4ec1a7dbc7391 //AA fix 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]; -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 +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[4]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; +// uf_fragCoordScale was moved to the ufBlock 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 8afc3052..322dd4ab 100644 --- a/Resolutions/CaptainToad_Resolution/5c1761d13feccdff_0000000000000000_vs.txt +++ b/Resolutions/CaptainToad_Resolution/5c1761d13feccdff_0000000000000000_vs.txt @@ -1,16 +1,41 @@ #version 420 #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 shader was automatically converted to be cross-compatible with Vulkan and OpenGL. + // 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; -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem1; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +}; +#else +uniform ivec4 uf_remappedVS[1]; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +#endif +// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock +ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -73,7 +98,7 @@ PS1f = R2f.x; // 2 R2f.w = PV1f.x; // export -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +SET_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 9940abff..1479d090 100644 --- a/Resolutions/CaptainToad_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt +++ b/Resolutions/CaptainToad_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt @@ -1,15 +1,40 @@ #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 shader was automatically converted to be cross-compatible with Vulkan and OpenGL. + // 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; -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem1; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +}; +#else +uniform ivec4 uf_remappedVS[1]; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +#endif +// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock +ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -92,7 +117,7 @@ PS1f = R2f.z; // 4 R4f.xzw = vec3(R2f.x,PS1f,R2f.y); // export -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +SET_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 f25fd933..05e5c67d 100644 --- a/Resolutions/CaptainToad_Resolution/83f42767ee584d5a_000000000007fffd_ps.txt +++ b/Resolutions/CaptainToad_Resolution/83f42767ee584d5a_000000000007fffd_ps.txt @@ -1,18 +1,44 @@ #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 shader was automatically converted to be cross-compatible with Vulkan and OpenGL. + // shader 83f42767ee584d5a // Used for: Third 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[5]; -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 +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[5]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(1, 1, 0) uniform sampler2DArray textureUnitPS1; 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; +// uf_fragCoordScale was moved to the ufBlock 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 6d2f4f15..7517312c 100644 --- a/Resolutions/CaptainToad_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt +++ b/Resolutions/CaptainToad_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt @@ -1,15 +1,40 @@ #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 shader was automatically converted to be cross-compatible with Vulkan and OpenGL. + // 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; -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem1; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +}; +#else +uniform ivec4 uf_remappedVS[1]; +// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 +#endif +// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock +ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; @@ -90,7 +115,7 @@ R2f.y = backupReg0f + -(R126f.y); R2f.z = backupReg0f + R126f.y; R2f.w = backupReg0f; // export -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +SET_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 067cb568..234e2510 100644 --- a/Resolutions/CaptainToad_Resolution/cc5b29e8cb801fb8_000000000007fff9_ps.txt +++ b/Resolutions/CaptainToad_Resolution/cc5b29e8cb801fb8_000000000007fff9_ps.txt @@ -1,18 +1,44 @@ #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 shader was automatically converted to be cross-compatible with Vulkan and OpenGL. + // shader cc5b29e8cb801fb8 // 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[5]; -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 +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[5]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; 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; +// uf_fragCoordScale was moved to the ufBlock 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 17511d4b..4b82201b 100644 --- a/Resolutions/CaptainToad_Resolution/d6228044a83341ca_000000000007fffd_ps.txt +++ b/Resolutions/CaptainToad_Resolution/d6228044a83341ca_000000000007fffd_ps.txt @@ -1,18 +1,44 @@ #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 shader was automatically converted to be cross-compatible with Vulkan and OpenGL. + // shader d6228044a83341ca // 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[8]; -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 +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[8]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(1, 1, 0) uniform sampler2DArray textureUnitPS1; 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; +// uf_fragCoordScale was moved to the ufBlock int clampFI32(int v) { if( v == 0x7FFFFFFF ) diff --git a/Resolutions/CaptainToad_Resolution/rules.txt b/Resolutions/CaptainToad_Resolution/rules.txt index f348928a..5c6b7642 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 = 3 +version = 4 [Preset] name = 1280x720 (Default) diff --git a/Resolutions/SuperMario3DWorld_Resolution/c4eaec09897d525e_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/c4eaec09897d525e_0000000000000000_vs.txt index 524d1e98..9750b5b0 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/c4eaec09897d525e_0000000000000000_vs.txt +++ b/Resolutions/SuperMario3DWorld_Resolution/c4eaec09897d525e_0000000000000000_vs.txt @@ -2,13 +2,6 @@ #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#else -#define 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)