mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-25 19:16:52 +01:00
Update Captain Toad packs to Vulkan
No unverified shaders.
This commit is contained in:
parent
bf7821ac77
commit
d9c8905e1d
@ -1,15 +1,41 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
#extension GL_ARB_separate_shader_objects : 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
|
// shader 37a4ec1a7dbc7391 //AA fix
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 2) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[4];
|
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
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
|
};
|
||||||
|
#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) in vec4 passParameterSem2;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
// uf_fragCoordScale was moved to the ufBlock
|
||||||
int clampFI32(int v)
|
int clampFI32(int v)
|
||||||
{
|
{
|
||||||
if( v == 0x7FFFFFFF )
|
if( v == 0x7FFFFFFF )
|
||||||
|
@ -1,16 +1,41 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
#extension GL_ARB_separate_shader_objects : 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
|
// shader 5c1761d13feccdff
|
||||||
//Bloom fix heat haze
|
//Bloom fix heat haze
|
||||||
const float resXScale = (float($width)/float($gameWidth));
|
const float resXScale = (float($width)/float($gameWidth));
|
||||||
const float resYScale = (float($height)/float($gameHeight));
|
const float resYScale = (float($height)/float($gameHeight));
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 0, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedVS[1];
|
uniform ivec4 uf_remappedVS[1];
|
||||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
|
||||||
layout(location = 0) in uvec4 attrDataSem0;
|
};
|
||||||
layout(location = 1) in uvec4 attrDataSem1;
|
#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
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
vec4 gl_Position;
|
vec4 gl_Position;
|
||||||
@ -73,7 +98,7 @@ PS1f = R2f.x;
|
|||||||
// 2
|
// 2
|
||||||
R2f.w = PV1f.x;
|
R2f.w = PV1f.x;
|
||||||
// export
|
// export
|
||||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
|
||||||
// export
|
// export
|
||||||
passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||||
}
|
}
|
||||||
|
@ -1,15 +1,40 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#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
|
// shader 6f5412f28bd716e8
|
||||||
// Used for: Horizontal blur
|
// Used for: Horizontal blur
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 0, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedVS[1];
|
uniform ivec4 uf_remappedVS[1];
|
||||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
|
||||||
layout(location = 0) in uvec4 attrDataSem0;
|
};
|
||||||
layout(location = 1) in uvec4 attrDataSem1;
|
#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
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
vec4 gl_Position;
|
vec4 gl_Position;
|
||||||
@ -92,7 +117,7 @@ PS1f = R2f.z;
|
|||||||
// 4
|
// 4
|
||||||
R4f.xzw = vec3(R2f.x,PS1f,R2f.y);
|
R4f.xzw = vec3(R2f.x,PS1f,R2f.y);
|
||||||
// export
|
// export
|
||||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
|
||||||
// export
|
// export
|
||||||
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||||
// export
|
// export
|
||||||
|
@ -1,18 +1,44 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#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
|
// shader 83f42767ee584d5a
|
||||||
// Used for: Third glitter bloom pass
|
// Used for: Third glitter bloom pass
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[5];
|
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) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
layout(location = 1) out vec4 passPixelColor1;
|
layout(location = 1) out vec4 passPixelColor1;
|
||||||
layout(location = 2) out vec4 passPixelColor2;
|
layout(location = 2) out vec4 passPixelColor2;
|
||||||
layout(location = 3) out vec4 passPixelColor3;
|
layout(location = 3) out vec4 passPixelColor3;
|
||||||
uniform vec2 uf_fragCoordScale;
|
// uf_fragCoordScale was moved to the ufBlock
|
||||||
int clampFI32(int v)
|
int clampFI32(int v)
|
||||||
{
|
{
|
||||||
if( v == 0x7FFFFFFF )
|
if( v == 0x7FFFFFFF )
|
||||||
|
@ -1,15 +1,40 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#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
|
// shader a0bda935c83e6f2a
|
||||||
// Used for: Vertical blur
|
// Used for: Vertical blur
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 0, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedVS[1];
|
uniform ivec4 uf_remappedVS[1];
|
||||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
|
||||||
layout(location = 0) in uvec4 attrDataSem0;
|
};
|
||||||
layout(location = 1) in uvec4 attrDataSem1;
|
#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
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
vec4 gl_Position;
|
vec4 gl_Position;
|
||||||
@ -90,7 +115,7 @@ R2f.y = backupReg0f + -(R126f.y);
|
|||||||
R2f.z = backupReg0f + R126f.y;
|
R2f.z = backupReg0f + R126f.y;
|
||||||
R2f.w = backupReg0f;
|
R2f.w = backupReg0f;
|
||||||
// export
|
// export
|
||||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
|
||||||
// export
|
// export
|
||||||
passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||||
// export
|
// export
|
||||||
|
@ -1,18 +1,44 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#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
|
// shader cc5b29e8cb801fb8
|
||||||
// Used for: First glitter bloom pass
|
// Used for: First glitter bloom pass
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[5];
|
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) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
layout(location = 1) out vec4 passPixelColor1;
|
layout(location = 1) out vec4 passPixelColor1;
|
||||||
layout(location = 2) out vec4 passPixelColor2;
|
layout(location = 2) out vec4 passPixelColor2;
|
||||||
layout(location = 3) out vec4 passPixelColor3;
|
layout(location = 3) out vec4 passPixelColor3;
|
||||||
uniform vec2 uf_fragCoordScale;
|
// uf_fragCoordScale was moved to the ufBlock
|
||||||
int clampFI32(int v)
|
int clampFI32(int v)
|
||||||
{
|
{
|
||||||
if( v == 0x7FFFFFFF )
|
if( v == 0x7FFFFFFF )
|
||||||
|
@ -1,18 +1,44 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#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
|
// shader d6228044a83341ca
|
||||||
// Used for: Second glitter bloom pass
|
// Used for: Second glitter bloom pass
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[8];
|
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) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
layout(location = 1) out vec4 passPixelColor1;
|
layout(location = 1) out vec4 passPixelColor1;
|
||||||
layout(location = 2) out vec4 passPixelColor2;
|
layout(location = 2) out vec4 passPixelColor2;
|
||||||
layout(location = 3) out vec4 passPixelColor3;
|
layout(location = 3) out vec4 passPixelColor3;
|
||||||
uniform vec2 uf_fragCoordScale;
|
// uf_fragCoordScale was moved to the ufBlock
|
||||||
int clampFI32(int v)
|
int clampFI32(int v)
|
||||||
{
|
{
|
||||||
if( v == 0x7FFFFFFF )
|
if( v == 0x7FFFFFFF )
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 0005000010180600,0005000010180700,0005000010180500
|
|||||||
name = Resolution
|
name = Resolution
|
||||||
path = "Captain Toad: Treasure Tracker/Graphics/Resolution"
|
path = "Captain Toad: Treasure Tracker/Graphics/Resolution"
|
||||||
description = Changes the resolution of the game.
|
description = Changes the resolution of the game.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = 1280x720 (Default)
|
name = 1280x720 (Default)
|
||||||
|
@ -2,13 +2,6 @@
|
|||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
#extension GL_ARB_separate_shader_objects : enable
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
#ifdef VULKAN
|
#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 ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||||
|
Loading…
Reference in New Issue
Block a user