mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-22 01:29:18 +01:00
Convert a lot of graphic packs to V4 (#417)
Didn't update the docs (will do that tomorrow), but I manually checked (didn't verify things, but I basically checked if it contained "uf_windowSpaceToClipSpaceTransform" and if the shader was made after a certain Cemu change was made due to how they're left out) to see if any graphic pack in here was *probably* safe. I also didn't convert 5 graphic packs since they contained signs that needed to be manually checked or at least examined more: - \Enhancements\TwilightPrincessHD_Bicubic - \Resolutions\DevilsThird_Resolution - \Resolutions\TwilightPrincessHD_Resolution (this one just needs to be fully verified since it's popular enough and has like 27 shaders) - \Resolutions\LegoStarWars_Resolution - \Resolutions\TokyoMirage_Resolution (this one could also be manually verified) I hope I didn't make too many mistakes with this one.
This commit is contained in:
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@ -1,10 +1,36 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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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_separate_shader_objects : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 21e6bc9b0cdbe8d7
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// shader 21e6bc9b0cdbe8d7
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#ifdef VULKAN
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layout(set = 1, binding = 2) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[3];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[3];
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uniform vec2 uf_fragCoordScale;
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uniform vec2 uf_fragCoordScale;
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#endif
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const float hazeFactor = $hazeFactor;
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const float hazeFactor = $hazeFactor;
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@ -94,9 +120,9 @@ vec3 contrasty(vec3 colour){
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}
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}
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uniform ivec4 uf_remappedPS[3];
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// uf_remappedPS[3] was moved to the ufBlock
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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
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TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;
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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
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TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;
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layout(location = 0) in vec4 passParameterSem128;
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layout(location = 0) in vec4 passParameterSem128;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 0) out vec4 passPixelColor0;
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//uniform vec2 uf_fragCoordScale;
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//uniform vec2 uf_fragCoordScale;
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@ -3,7 +3,7 @@ titleIds = 000500001014DB00,0005000010157E00,0005000010157F00
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name = Contrasty
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name = Contrasty
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path = "Bayonetta/Enhancements/Contrasty"
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path = "Bayonetta/Enhancements/Contrasty"
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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. Made by getdls.
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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. Made by getdls.
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version = 3
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version = 4
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[Preset]
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[Preset]
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name = Default
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name = Default
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@ -1,12 +1,38 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 10ccf0cc1234d069 // AA removal cemu 1.8
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// shader 10ccf0cc1234d069 // AA removal cemu 1.8
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#ifdef VULKAN
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layout(set = 1, binding = 2) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[2];
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uniform ivec4 uf_remappedPS[2];
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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
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uniform vec4 uf_fragCoordScale;
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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
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};
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#else
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uniform ivec4 uf_remappedPS[2];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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// uf_fragCoordScale was moved to the ufBlock
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int clampFI32(int v)
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int clampFI32(int v)
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{
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{
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if( v == 0x7FFFFFFF )
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if( v == 0x7FFFFFFF )
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@ -1,12 +1,38 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader bafe6c9c37bfca4d // AA removal cemu 1.8 version
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// shader bafe6c9c37bfca4d // AA removal cemu 1.8 version
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#ifdef VULKAN
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layout(set = 1, binding = 2) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[2];
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uniform ivec4 uf_remappedPS[2];
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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
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uniform vec4 uf_fragCoordScale;
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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
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};
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#else
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uniform ivec4 uf_remappedPS[2];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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// uf_fragCoordScale was moved to the ufBlock
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int clampFI32(int v)
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int clampFI32(int v)
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{
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{
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if( v == 0x7FFFFFFF )
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if( v == 0x7FFFFFFF )
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@ -3,4 +3,4 @@ titleIds = 0005000010137F00,0005000010138300,0005000010144800
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name = AA Removal
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name = AA Removal
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path = "Donkey Kong Country: Tropical Freeze/Enhancements/AA Removal"
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path = "Donkey Kong Country: Tropical Freeze/Enhancements/AA Removal"
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description = Removes AA, no performance gain. Used for clean look or injecting external AA.
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description = Removes AA, no performance gain. Used for clean look or injecting external AA.
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version = 3
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version = 4
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@ -1,13 +1,39 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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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_separate_shader_objects : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 9e9abde99f9510dc
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// shader 9e9abde99f9510dc
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform float uf_alphaTestRef;
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uniform float uf_alphaTestRef;
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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
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform float uf_alphaTestRef;
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem129;
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layout(location = 0) in vec4 passParameterSem129;
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layout(location = 1) in vec4 passParameterSem128;
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layout(location = 1) in vec4 passParameterSem128;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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// uf_fragCoordScale was moved to the ufBlock
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int clampFI32(int v)
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int clampFI32(int v)
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{
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{
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if( v == 0x7FFFFFFF )
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if( v == 0x7FFFFFFF )
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@ -3,4 +3,4 @@ titleIds = 0005000010150300,0005000010152A00,0005000010152B00
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name = Anti-Aliasing
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name = Anti-Aliasing
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path = "Dr. Luigi/Graphics/Anti-Aliasing (WIP)"
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path = "Dr. Luigi/Graphics/Anti-Aliasing (WIP)"
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description = Re-enables the game's anti-aliasing and scales it up to the current resolution. Made by Slashiee.
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description = Re-enables the game's anti-aliasing and scales it up to the current resolution. Made by Slashiee.
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version = 3
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version = 4
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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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_separate_shader_objects : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 572a6cfa3943923d
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// shader 572a6cfa3943923d
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//ingame contrasty
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//ingame contrasty
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#ifdef VULKAN
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layout(set = 1, binding = 3) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[5];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[5];
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uniform vec2 uf_fragCoordScale;
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uniform vec2 uf_fragCoordScale;
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#endif
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const float hazeFactor = 0.1;
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const float hazeFactor = 0.1;
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}
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}
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uniform ivec4 uf_remappedPS[5];
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// uf_remappedPS[5] was moved to the ufBlock
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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
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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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
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
||||||
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
|
TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;
|
||||||
layout(location = 0) in vec4 passParameterSem128;
|
layout(location = 0) in vec4 passParameterSem128;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
//uniform vec2 uf_fragCoordScale;
|
//uniform vec2 uf_fragCoordScale;
|
||||||
|
@ -1,10 +1,36 @@
|
|||||||
#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 6ea8b1aa69c0b6f7
|
// shader 6ea8b1aa69c0b6f7
|
||||||
//cutscene contrasty
|
//cutscene contrasty
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 7) uniform ufBlock
|
||||||
|
{
|
||||||
|
uniform ivec4 uf_remappedPS[5];
|
||||||
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[5];
|
||||||
uniform vec2 uf_fragCoordScale;
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
|
||||||
const float hazeFactor = 0.1;
|
const float hazeFactor = 0.1;
|
||||||
|
|
||||||
@ -94,14 +120,14 @@ vec3 contrasty(vec3 colour){
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
uniform ivec4 uf_remappedPS[5];
|
// uf_remappedPS[5] was moved to the ufBlock
|
||||||
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
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
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
|
TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;
|
||||||
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
|
TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;
|
||||||
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
|
TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;
|
||||||
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
|
TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5;
|
||||||
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
|
TEXTURE_LAYOUT(6, 1, 5) uniform sampler2D textureUnitPS6;
|
||||||
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
|
TEXTURE_LAYOUT(7, 1, 6) uniform sampler2D textureUnitPS7;
|
||||||
layout(location = 0) in vec4 passParameterSem128;
|
layout(location = 0) in vec4 passParameterSem128;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
//uniform vec2 uf_fragCoordScale;
|
//uniform vec2 uf_fragCoordScale;
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 000500001017D800,000500001017D900,000500001017CD00
|
|||||||
name = Contrasty
|
name = Contrasty
|
||||||
path = "Hyrule Warriors/Enhancements/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. Made by getdls.
|
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. Made by getdls.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = Default
|
name = Default
|
||||||
|
@ -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 0535e0f9e37cf612
|
// shader 0535e0f9e37cf612
|
||||||
#define enabled $enabled
|
#define enabled $enabled
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 0, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedVS[8];
|
uniform ivec4 uf_remappedVS[8];
|
||||||
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 attrDataSem3;
|
#else
|
||||||
layout(location = 2) in uvec4 attrDataSem4;
|
uniform ivec4 uf_remappedVS[8];
|
||||||
layout(location = 3) in uvec4 attrDataSem8;
|
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
|
||||||
layout(location = 4) in uvec4 attrDataSem9;
|
#endif
|
||||||
|
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
|
||||||
|
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;
|
||||||
out gl_PerVertex
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
vec4 gl_Position;
|
vec4 gl_Position;
|
||||||
@ -119,7 +144,7 @@ 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);
|
R3f.w = (mul_nonIEEE(R125f.y,intBitsToFloat(uf_remappedVS[7].w)) + PV1f.x);
|
||||||
// export
|
// export
|
||||||
#if (enabled == 0)
|
#if (enabled == 0)
|
||||||
gl_Position = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
|
SET_POSITION(vec4(R3f.x, R3f.y, R3f.z, R3f.w));
|
||||||
#endif
|
#endif
|
||||||
#if (enabled == 1)
|
#if (enabled == 1)
|
||||||
#endif
|
#endif
|
||||||
|
@ -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 c7a21597bd595a25
|
// shader c7a21597bd595a25
|
||||||
#define enabled $enabled
|
#define enabled $enabled
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 0, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedVS[4];
|
uniform ivec4 uf_remappedVS[4];
|
||||||
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 attrDataSem3;
|
#else
|
||||||
layout(location = 2) in uvec4 attrDataSem4;
|
uniform ivec4 uf_remappedVS[4];
|
||||||
layout(location = 3) in uvec4 attrDataSem8;
|
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
|
||||||
layout(location = 4) in uvec4 attrDataSem9;
|
#endif
|
||||||
|
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
|
||||||
|
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;
|
||||||
out gl_PerVertex
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
vec4 gl_Position;
|
vec4 gl_Position;
|
||||||
@ -97,7 +122,7 @@ 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);
|
R0f.w = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.x);
|
||||||
// export
|
// export
|
||||||
#if (enabled == 0)
|
#if (enabled == 0)
|
||||||
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w));
|
||||||
#endif
|
#endif
|
||||||
#if (enabled == 1)
|
#if (enabled == 1)
|
||||||
#endif
|
#endif
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 0005000010190300,00050000101E5300,00050000101E5400
|
|||||||
name = No HUD
|
name = No HUD
|
||||||
path = "Mario & Sonic at the Rio 2016 Olympic Games/Enhancements/No HUD"
|
path = "Mario & Sonic at the Rio 2016 Olympic Games/Enhancements/No HUD"
|
||||||
description = Removes the HUD of the game. Made by Slashiee.
|
description = Removes the HUD of the game. Made by Slashiee.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = Disabled (Default)
|
name = Disabled (Default)
|
||||||
|
@ -1,6 +1,23 @@
|
|||||||
#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 03285368cf940e37 //box bg
|
// shader 03285368cf940e37 //box bg
|
||||||
|
|
||||||
//float dither = $dither ;
|
//float dither = $dither ;
|
||||||
@ -10,10 +27,17 @@ const int sampleScale = 2;
|
|||||||
//float lightBloom = 0.95;
|
//float lightBloom = 0.95;
|
||||||
|
|
||||||
|
|
||||||
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
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
layout(location = 0) in vec4 passParameterSem3;
|
layout(location = 0) in vec4 passParameterSem3;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
uniform vec2 uf_fragCoordScale;
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
|
||||||
// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
|
// 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
|
const int samples = 8 * sampleScale, //8 or 4 balances xy position
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0
|
|||||||
name = Resolution
|
name = Resolution
|
||||||
path = "New Super Mario Bros. U/Enhancements/Fancy FX" #and luigi
|
path = "New Super Mario Bros. U/Enhancements/Fancy FX" #and luigi
|
||||||
description = Pretty blur, de-band sky, re-align cinematic etc, maintained on Nvidia.
|
description = Pretty blur, de-band sky, re-align cinematic etc, maintained on Nvidia.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
@ -1,10 +1,36 @@
|
|||||||
#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 a5e9d150276a805c
|
// shader a5e9d150276a805c
|
||||||
//light
|
//light
|
||||||
|
|
||||||
|
#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;
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
|
||||||
const float hazeFactor = 0.1;
|
const float hazeFactor = 0.1;
|
||||||
|
|
||||||
@ -93,10 +119,10 @@ vec3 contrasty(vec3 colour){
|
|||||||
return fColour;
|
return fColour;
|
||||||
}
|
}
|
||||||
|
|
||||||
uniform ivec4 uf_remappedPS[2];
|
// uf_remappedPS[2] was moved to the ufBlock
|
||||||
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
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
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
|
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
||||||
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
|
TEXTURE_LAYOUT(2, 1, 2) uniform sampler3D textureUnitPS2;
|
||||||
layout(location = 0) in vec4 passParameterSem128;
|
layout(location = 0) in vec4 passParameterSem128;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
|
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 0005000010110900,0005000010110A00,0005000010110B00
|
|||||||
name = Contrasty
|
name = Contrasty
|
||||||
path = "Ninja Gaiden 3: Razors Edge/Enhancements/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. Made by getdls.
|
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. Made by getdls.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = Default
|
name = Default
|
||||||
|
@ -1,9 +1,35 @@
|
|||||||
#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 9f6adb9a651f84b9 //cty
|
// shader 9f6adb9a651f84b9 //cty
|
||||||
|
|
||||||
|
#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;
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
|
||||||
const float hazeFactor = $hazeFactor;
|
const float hazeFactor = $hazeFactor;
|
||||||
|
|
||||||
@ -94,8 +120,8 @@ vec3 contrasty(vec3 colour){
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
uniform ivec4 uf_remappedPS[3];
|
// uf_remappedPS[3] was moved to the ufBlock
|
||||||
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
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
layout(location = 0) in vec4 passParameterSem130;
|
layout(location = 0) in vec4 passParameterSem130;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
//uniform vec2 uf_fragCoordScale;
|
//uniform vec2 uf_fragCoordScale;
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 0005000010110E00,0005000010145000,0005000010144F00
|
|||||||
name = Contrasty
|
name = Contrasty
|
||||||
path = "Super Smash Bros. for Wii U/Enhancements/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. Made by getdls.
|
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. Made by getdls.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = Default
|
name = Default
|
||||||
|
@ -1,13 +1,38 @@
|
|||||||
#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 7613a0515b67d8b4
|
// shader 7613a0515b67d8b4
|
||||||
const float shadowRes = $shadowRes;
|
const float shadowRes = $shadowRes;
|
||||||
|
#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 attrDataSem2;
|
#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 attrDataSem2;
|
||||||
out gl_PerVertex
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
vec4 gl_Position;
|
vec4 gl_Position;
|
||||||
@ -69,7 +94,7 @@ PS1f = R3f.y;
|
|||||||
// 2
|
// 2
|
||||||
R3f.z = R2f.x + R127f.w;
|
R3f.z = R2f.x + R127f.w;
|
||||||
// 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
|
||||||
passParameterSem130 = vec4(R0f.x, R0f.y, R0f.z, R0f.y);
|
passParameterSem130 = vec4(R0f.x, R0f.y, R0f.z, R0f.y);
|
||||||
// export
|
// export
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 0005000010110E00,0005000010145000,0005000010144F00
|
|||||||
name = Shadow Resolution
|
name = Shadow Resolution
|
||||||
path = "Super Smash Bros. for Wii U/Graphics/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.
|
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 = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = Medium (100%, Default)
|
name = Medium (100%, Default)
|
||||||
|
@ -1,13 +1,38 @@
|
|||||||
#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 04d0827b9471eb22
|
// shader 04d0827b9471eb22
|
||||||
|
|
||||||
|
#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 attrDataSem8;
|
#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 attrDataSem8;
|
||||||
out gl_PerVertex
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
vec4 gl_Position;
|
vec4 gl_Position;
|
||||||
@ -69,7 +94,7 @@ R0f.y = R2f.y + -(R127f.z);
|
|||||||
R0f.z = PV0f.y;
|
R0f.z = PV0f.y;
|
||||||
R0f.w = PV0f.x;
|
R0f.w = PV0f.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
|
||||||
passParameterSem137 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
passParameterSem137 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||||
// export
|
// export
|
||||||
|
@ -3,4 +3,4 @@ titleIds = 00050000101ED700,00050000101ED800,0005000010131D00
|
|||||||
name = AA Removal
|
name = AA Removal
|
||||||
path = "Tokyo Mirage Sessions FE/Enhancements/AA Removal"
|
path = "Tokyo Mirage Sessions FE/Enhancements/AA Removal"
|
||||||
description = Removes AA, no performance gain. Used for clean look or injecting external AA. Made by getdls.
|
description = Removes AA, no performance gain. Used for clean look or injecting external AA. Made by getdls.
|
||||||
version = 3
|
version = 4
|
||||||
|
@ -1,13 +1,37 @@
|
|||||||
#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 dda6656146476243
|
// shader dda6656146476243
|
||||||
//Video aspect
|
//Video aspect
|
||||||
const float UI = $UIAspectX;
|
const float UI = $UIAspectX;
|
||||||
const float UIY = $UIAspectY;
|
const float UIY = $UIAspectY;
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 0, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedVS[5];
|
uniform ivec4 uf_remappedVS[5];
|
||||||
layout(location = 0) in uvec4 attrDataSem0;
|
};
|
||||||
layout(location = 1) in uvec4 attrDataSem8;
|
#else
|
||||||
|
uniform ivec4 uf_remappedVS[5];
|
||||||
|
#endif
|
||||||
|
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||||
|
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8;
|
||||||
out gl_PerVertex
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
vec4 gl_Position;
|
vec4 gl_Position;
|
||||||
@ -86,7 +110,7 @@ R0f.w = tempf.x;
|
|||||||
R1f.xyz = vec3(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z));
|
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);
|
R1f.w = intBitsToFloat(uf_remappedVS[4].w);
|
||||||
// export
|
// export
|
||||||
gl_Position = vec4(R0f.x*UI, R0f.y*UIY, R0f.z, R0f.w);
|
SET_POSITION(vec4(R0f.x*UI, R0f.y*UIY, R0f.z, R0f.w));
|
||||||
// export
|
// export
|
||||||
passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||||
// export
|
// export
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 00050000101ED700,00050000101ED800,0005000010131D00
|
|||||||
name = Video pan n scan
|
name = Video pan n scan
|
||||||
path = "Tokyo Mirage Sessions FE/Graphics/Video pan n scan"
|
path = "Tokyo Mirage Sessions FE/Graphics/Video pan n scan"
|
||||||
description = 21:9 Video, cuts of sides instead of pillar-boxing. Made by getdls.
|
description = 21:9 Video, cuts of sides instead of pillar-boxing. Made by getdls.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = 21:9 Pan n scan (Cut top, bottom)
|
name = 21:9 Pan n scan (Cut top, bottom)
|
||||||
|
@ -1,16 +1,42 @@
|
|||||||
#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 4d96f8f88575bcab -- Used to blur out the main frame in various cutscenes
|
// shader 4d96f8f88575bcab -- Used to blur out the main frame in various cutscenes
|
||||||
|
|
||||||
float blur = $Blur;
|
float blur = $Blur;
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 2) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[1];
|
uniform ivec4 uf_remappedPS[1];
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
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
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[1];
|
||||||
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;
|
||||||
|
TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;
|
||||||
layout(location = 0) in vec4 passParameterSem136;
|
layout(location = 0) in vec4 passParameterSem136;
|
||||||
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 )
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 00050000101ED700,00050000101ED800,0005000010131D00
|
|||||||
name = Adjust Cutscene Blur
|
name = Adjust Cutscene Blur
|
||||||
path = "Tokyo Mirage Sessions FE/Graphics/Adjust Cutscene Blur"
|
path = "Tokyo Mirage Sessions FE/Graphics/Adjust Cutscene Blur"
|
||||||
description = Changes the in-game cut-scenes blur. Made by getdls.
|
description = Changes the in-game cut-scenes blur. Made by getdls.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = 100% Blur (Original)
|
name = 100% Blur (Original)
|
||||||
|
@ -1,9 +1,35 @@
|
|||||||
#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 a7f4801a8d29e333
|
// shader a7f4801a8d29e333
|
||||||
|
|
||||||
|
#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;
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
|
||||||
const float hazeFactor = 0.1;
|
const float hazeFactor = 0.1;
|
||||||
|
|
||||||
@ -93,8 +119,8 @@ vec3 contrasty(vec3 colour){
|
|||||||
}
|
}
|
||||||
|
|
||||||
const float resScale = 3.0; //AA in PS
|
const float resScale = 3.0; //AA in PS
|
||||||
uniform ivec4 uf_remappedPS[3];
|
// uf_remappedPS[3] was moved to the ufBlock
|
||||||
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
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
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;
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 00050000101ED700,00050000101ED800,0005000010131D00
|
|||||||
name = Contrasty
|
name = Contrasty
|
||||||
path = "Tokyo Mirage Sessions FE/Enhancements/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. Made by getdls.
|
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. Made by getdls.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = Default
|
name = Default
|
||||||
|
@ -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 49865bd2e62efda1
|
// shader 49865bd2e62efda1
|
||||||
//dark world bloom
|
//dark world bloom
|
||||||
|
|
||||||
const float bloom = $bloom;
|
const float bloom = $bloom;
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[1];
|
uniform ivec4 uf_remappedPS[1];
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[1];
|
||||||
|
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;
|
||||||
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 +1,41 @@
|
|||||||
#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 5f422bf63e25be7f // Bleach pass cutscene
|
// shader 5f422bf63e25be7f // Bleach pass cutscene
|
||||||
|
|
||||||
const float bleach = $bleach;
|
const float bleach = $bleach;
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[1];
|
uniform ivec4 uf_remappedPS[1];
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[1];
|
||||||
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
layout(location = 0) in vec4 passParameterSem1;
|
layout(location = 0) in vec4 passParameterSem1;
|
||||||
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 )
|
||||||
|
@ -1,15 +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 95a5a89d62998e0d
|
// shader 95a5a89d62998e0d
|
||||||
|
|
||||||
// blur
|
// blur
|
||||||
const float bloom = $bloom;
|
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 ivec4 uf_remappedPS[3];
|
||||||
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;
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
|
// uf_fragCoordScale was moved to the ufBlock
|
||||||
int clampFI32(int v)
|
int clampFI32(int v)
|
||||||
{
|
{
|
||||||
if( v == 0x7FFFFFFF )
|
if( v == 0x7FFFFFFF )
|
||||||
@ -41,7 +67,7 @@ ivec4 ARi = ivec4(0);
|
|||||||
bool predResult = true;
|
bool predResult = true;
|
||||||
vec3 cubeMapSTM;
|
vec3 cubeMapSTM;
|
||||||
int cubeMapFaceId;
|
int cubeMapFaceId;
|
||||||
R0f = vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw);
|
R0f = GET_FRAGCOORD();
|
||||||
scaler = uf_fragCoordScale.x;
|
scaler = uf_fragCoordScale.x;
|
||||||
// 0
|
// 0
|
||||||
R7f.x = R0f.x * intBitsToFloat(0x3b088889);
|
R7f.x = R0f.x * intBitsToFloat(0x3b088889);
|
||||||
|
@ -1,8 +1,32 @@
|
|||||||
#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 c14019840473ff86 //aa
|
// shader c14019840473ff86 //aa
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 2) uniform ufBlock
|
||||||
|
{
|
||||||
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
uniform vec2 uf_fragCoordScale;
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
|
||||||
const float hazeFactor = 0.1;
|
const float hazeFactor = 0.1;
|
||||||
|
|
||||||
@ -92,8 +116,8 @@ vec3 contrasty(vec3 colour){
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
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
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
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
|
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D 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;
|
||||||
|
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 000500001019C800,000500001019E600,000500001019E500
|
|||||||
name = Contrasty
|
name = Contrasty
|
||||||
path = "The Legend of Zelda: Twilight Princess HD/Enhancements/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. Made by getdls.
|
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. Made by getdls.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = default
|
name = default
|
||||||
|
@ -1,6 +1,23 @@
|
|||||||
#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 e334517825fdd599
|
// shader e334517825fdd599
|
||||||
//basline dof blur..
|
//basline dof blur..
|
||||||
|
|
||||||
@ -9,10 +26,17 @@ const int sampleScaling = $presetPass;
|
|||||||
|
|
||||||
#define EnableBlur $enableBlur
|
#define EnableBlur $enableBlur
|
||||||
|
|
||||||
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
|
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;
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
uniform vec2 uf_fragCoordScale;
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
const int sampleScale = 2 + sampleScaling;
|
const int sampleScale = 2 + sampleScaling;
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 000500001019C800,000500001019E600,000500001019E500
|
|||||||
name = Resolution
|
name = Resolution
|
||||||
path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Fancy FX"
|
path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Fancy FX"
|
||||||
description = Pretty blur, shadow x2, de-band sky, maintained on Nvidia. Made by getdls.
|
description = Pretty blur, shadow x2, de-band sky, maintained on Nvidia. Made by getdls.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
|
|
||||||
[Preset] # Gaussian blur w correct scaling
|
[Preset] # Gaussian blur w correct scaling
|
||||||
|
@ -1,11 +1,35 @@
|
|||||||
#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 79ba8affb269f61c
|
// shader 79ba8affb269f61c
|
||||||
// Checked against output from mGBA (191/255 = Wii U is 74.90196078431373% darker)
|
// Checked against output from mGBA (191/255 = Wii U is 74.90196078431373% darker)
|
||||||
// verified on Fire Emblem and Minish Cap
|
// 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;
|
uniform vec2 uf_fragCoordScale;
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
#endif
|
||||||
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
layout(location = 0) in vec4 passParameterSem128;
|
layout(location = 0) in vec4 passParameterSem128;
|
||||||
layout(location = 1) in vec4 passParameterSem129;
|
layout(location = 1) in vec4 passParameterSem129;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
|
@ -3,4 +3,4 @@ titleIds = 5000010173E00,5000010174000,5000010174100,5000010176100,5000010176000
|
|||||||
name = Undarken
|
name = Undarken
|
||||||
path = Virtual Console/GBA/Enhancements/Undarken
|
path = Virtual Console/GBA/Enhancements/Undarken
|
||||||
description = Undarkens the emulator output. Made by Zalnor.
|
description = Undarkens the emulator output. Made by Zalnor.
|
||||||
version = 3
|
version = 4
|
||||||
|
@ -1,9 +1,35 @@
|
|||||||
#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 1494f789ce9ac901
|
// 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 ivec4 uf_remappedPS[1];
|
||||||
uniform vec2 uf_fragCoordScale;
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
// uf_fragCoordScale was moved to the ufBlock
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
int clampFI32(int v)
|
int clampFI32(int v)
|
||||||
|
@ -3,4 +3,4 @@ titleIds = 50000101FEA00,50000101FE900,5000010199200,5000010199100,5000010199300
|
|||||||
name = Undarken
|
name = Undarken
|
||||||
path = Virtual Console/N64/Enhancements/Undarken
|
path = Virtual Console/N64/Enhancements/Undarken
|
||||||
description = Undarkens the emulator output. Made by Zalnor.
|
description = Undarkens the emulator output. Made by Zalnor.
|
||||||
version = 3
|
version = 4
|
||||||
|
@ -1,9 +1,33 @@
|
|||||||
#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 d2a97b2fb99411a5
|
// shader d2a97b2fb99411a5
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
uniform vec2 uf_fragCoordScale;
|
uniform vec2 uf_fragCoordScale;
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
#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;
|
||||||
int clampFI32(int v)
|
int clampFI32(int v)
|
||||||
|
@ -3,4 +3,4 @@ titleIds = 500001012A100,500001012DF00,500001012DE00,500001012E000,500001012E100
|
|||||||
name = Undarken
|
name = Undarken
|
||||||
path = Virtual Console/NES/Enhancements/Undarken
|
path = Virtual Console/NES/Enhancements/Undarken
|
||||||
description = Undarkens the emulator output. Made by Zalnor.
|
description = Undarkens the emulator output. Made by Zalnor.
|
||||||
version = 3
|
version = 4
|
||||||
|
@ -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 04dcbf2655f94e03 //hoirzon cloud layer lighten up
|
// shader 04dcbf2655f94e03 //hoirzon cloud layer lighten up
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[2];
|
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 skyboxRed = float($skyboxRed);
|
||||||
const float skyboxGreen = float($skyboxGreen);
|
const float skyboxGreen = float($skyboxGreen);
|
||||||
const float skyboxBlue = float($skyboxBlue);
|
const float skyboxBlue = float($skyboxBlue);
|
||||||
const float skyboxMix = float($skyboxMix);
|
const float skyboxMix = float($skyboxMix);
|
||||||
|
|
||||||
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
|
TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;
|
||||||
layout(location = 0) in vec4 passParameterSem6;
|
layout(location = 0) in vec4 passParameterSem6;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
layout(location = 1) out vec4 passPixelColor1;
|
layout(location = 1) out vec4 passPixelColor1;
|
||||||
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 )
|
||||||
|
@ -1,5 +1,22 @@
|
|||||||
#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 53141a02b3f78921
|
// shader 53141a02b3f78921
|
||||||
//make gradient more white blue
|
//make gradient more white blue
|
||||||
const float skyboxRed = float($skyboxRed);
|
const float skyboxRed = float($skyboxRed);
|
||||||
@ -7,11 +24,20 @@ const float skyboxGreen = float($skyboxGreen);
|
|||||||
const float skyboxBlue = float($skyboxBlue);
|
const float skyboxBlue = float($skyboxBlue);
|
||||||
const float skyboxMix = float($skyboxMix);
|
const float skyboxMix = float($skyboxMix);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[2];
|
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) in vec4 passParameterSem1;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
layout(location = 1) out vec4 passPixelColor1;
|
layout(location = 1) out vec4 passPixelColor1;
|
||||||
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 )
|
||||||
|
@ -1,5 +1,22 @@
|
|||||||
#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 8a763b05908ba4e8
|
// shader 8a763b05908ba4e8
|
||||||
//Third band horizon
|
//Third band horizon
|
||||||
const float skyboxRed = float($skyboxRed);
|
const float skyboxRed = float($skyboxRed);
|
||||||
@ -7,13 +24,22 @@ const float skyboxGreen = float($skyboxGreen);
|
|||||||
const float skyboxBlue = float($skyboxBlue);
|
const float skyboxBlue = float($skyboxBlue);
|
||||||
const float skyboxMix = float($skyboxMix);
|
const float skyboxMix = float($skyboxMix);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[3];
|
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) in vec4 passParameterSem1;
|
||||||
layout(location = 1) in vec4 passParameterSem2;
|
layout(location = 1) in vec4 passParameterSem2;
|
||||||
layout(location = 2) in vec4 passParameterSem4;
|
layout(location = 2) in vec4 passParameterSem4;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
layout(location = 1) out vec4 passPixelColor1;
|
layout(location = 1) out vec4 passPixelColor1;
|
||||||
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 )
|
||||||
|
@ -1,5 +1,22 @@
|
|||||||
#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 90ed656e9c17616b
|
// shader 90ed656e9c17616b
|
||||||
//make second gradient more white blue
|
//make second gradient more white blue
|
||||||
const float skyboxRed = float($skyboxRed);
|
const float skyboxRed = float($skyboxRed);
|
||||||
@ -7,11 +24,20 @@ const float skyboxGreen = float($skyboxGreen);
|
|||||||
const float skyboxBlue = float($skyboxBlue);
|
const float skyboxBlue = float($skyboxBlue);
|
||||||
const float skyboxMix = float($skyboxMix);
|
const float skyboxMix = float($skyboxMix);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[3];
|
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) in vec4 passParameterSem1;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
layout(location = 1) out vec4 passPixelColor1;
|
layout(location = 1) out vec4 passPixelColor1;
|
||||||
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 )
|
||||||
|
@ -1,14 +1,40 @@
|
|||||||
#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 92d5cf316124c301
|
// shader 92d5cf316124c301
|
||||||
//beach cooking
|
//beach cooking
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 5) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[7];
|
uniform ivec4 uf_remappedPS[7];
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
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
|
#else
|
||||||
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
|
uniform ivec4 uf_remappedPS[7];
|
||||||
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
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0;
|
||||||
|
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
||||||
|
TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;
|
||||||
|
TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3;
|
||||||
|
TEXTURE_LAYOUT(4, 1, 4) uniform sampler2D textureUnitPS4;
|
||||||
layout(location = 0) in vec4 passParameterSem1;
|
layout(location = 0) in vec4 passParameterSem1;
|
||||||
layout(location = 1) in vec4 passParameterSem2;
|
layout(location = 1) in vec4 passParameterSem2;
|
||||||
layout(location = 2) in vec4 passParameterSem4;
|
layout(location = 2) in vec4 passParameterSem4;
|
||||||
@ -18,7 +44,7 @@ layout(location = 5) in vec4 passParameterSem7;
|
|||||||
layout(location = 6) in vec4 passParameterSem8;
|
layout(location = 6) in vec4 passParameterSem8;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
layout(location = 1) out vec4 passPixelColor1;
|
layout(location = 1) out vec4 passPixelColor1;
|
||||||
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 +1,39 @@
|
|||||||
#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 960d3ef6662043c7//bloom blend
|
// shader 960d3ef6662043c7//bloom blend
|
||||||
const float skyboxRed = float($skyboxRed);
|
const float skyboxRed = float($skyboxRed);
|
||||||
const float skyboxGreen = float($skyboxGreen);
|
const float skyboxGreen = float($skyboxGreen);
|
||||||
const float skyboxBlue = float($skyboxBlue);
|
const float skyboxBlue = float($skyboxBlue);
|
||||||
const float skyboxMix = float($skyboxMix);
|
const float skyboxMix = float($skyboxMix);
|
||||||
|
|
||||||
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
|
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;
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
uniform vec2 uf_fragCoordScale;
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
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 b77c717f243c0b08
|
// shader b77c717f243c0b08
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 5) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[9];
|
uniform ivec4 uf_remappedPS[9];
|
||||||
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[9];
|
||||||
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
const float skyboxRed = float($skyboxRed);
|
const float skyboxRed = float($skyboxRed);
|
||||||
const float skyboxGreen = float($skyboxGreen);
|
const float skyboxGreen = float($skyboxGreen);
|
||||||
const float skyboxBlue = float($skyboxBlue);
|
const float skyboxBlue = float($skyboxBlue);
|
||||||
const float skyboxMix = float($skyboxMix);
|
const float skyboxMix = float($skyboxMix);
|
||||||
|
|
||||||
|
|
||||||
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
|
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;
|
||||||
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
|
TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;
|
||||||
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
|
TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;
|
||||||
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
|
TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;
|
||||||
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
|
TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5;
|
||||||
layout(location = 0) in vec4 passParameterSem2;
|
layout(location = 0) in vec4 passParameterSem2;
|
||||||
layout(location = 1) in vec4 passParameterSem4;
|
layout(location = 1) in vec4 passParameterSem4;
|
||||||
layout(location = 2) in vec4 passParameterSem5;
|
layout(location = 2) in vec4 passParameterSem5;
|
||||||
@ -22,7 +48,7 @@ layout(location = 5) in vec4 passParameterSem8;
|
|||||||
layout(location = 6) in vec4 passParameterSem9;
|
layout(location = 6) in vec4 passParameterSem9;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
layout(location = 1) out vec4 passPixelColor1;
|
layout(location = 1) out vec4 passPixelColor1;
|
||||||
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 +1,41 @@
|
|||||||
#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 c2cae30e906be2d5
|
// shader c2cae30e906be2d5
|
||||||
//Ao scale
|
//Ao scale
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 3) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[8];
|
uniform ivec4 uf_remappedPS[8];
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
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
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[8];
|
||||||
|
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(location = 0) in vec4 passParameterSem1;
|
layout(location = 0) in vec4 passParameterSem1;
|
||||||
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 )
|
||||||
|
@ -1,21 +1,47 @@
|
|||||||
#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 e1ea1127489fd281 // horizon
|
// shader e1ea1127489fd281 // horizon
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 2) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[5];
|
uniform ivec4 uf_remappedPS[5];
|
||||||
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[5];
|
||||||
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
const float skyboxRed = float($skyboxRed);
|
const float skyboxRed = float($skyboxRed);
|
||||||
const float skyboxGreen = float($skyboxGreen);
|
const float skyboxGreen = float($skyboxGreen);
|
||||||
const float skyboxBlue = float($skyboxBlue);
|
const float skyboxBlue = float($skyboxBlue);
|
||||||
const float skyboxMix = float($skyboxMix);
|
const float skyboxMix = float($skyboxMix);
|
||||||
|
|
||||||
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
|
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;
|
||||||
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
|
TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;
|
||||||
layout(location = 0) in vec4 passParameterSem2;
|
layout(location = 0) in vec4 passParameterSem2;
|
||||||
layout(location = 1) in vec4 passParameterSem4;
|
layout(location = 1) in vec4 passParameterSem4;
|
||||||
layout(location = 2) in vec4 passParameterSem5;
|
layout(location = 2) in vec4 passParameterSem5;
|
||||||
layout(location = 3) in vec4 passParameterSem6;
|
layout(location = 3) in vec4 passParameterSem6;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
layout(location = 1) out vec4 passPixelColor1;
|
layout(location = 1) out vec4 passPixelColor1;
|
||||||
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 )
|
||||||
|
@ -1,22 +1,48 @@
|
|||||||
#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 ef821134ed8dd294 // horizon 2 missing shader
|
// shader ef821134ed8dd294 // horizon 2 missing shader
|
||||||
const float skyboxRed = float($skyboxRed);
|
const float skyboxRed = float($skyboxRed);
|
||||||
const float skyboxGreen = float($skyboxGreen);
|
const float skyboxGreen = float($skyboxGreen);
|
||||||
const float skyboxBlue = float($skyboxBlue);
|
const float skyboxBlue = float($skyboxBlue);
|
||||||
const float skyboxMix = float($skyboxMix);
|
const float skyboxMix = float($skyboxMix);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 2) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[5];
|
uniform ivec4 uf_remappedPS[5];
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
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
|
};
|
||||||
|
#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;
|
||||||
layout(location = 0) in vec4 passParameterSem2;
|
layout(location = 0) in vec4 passParameterSem2;
|
||||||
layout(location = 1) in vec4 passParameterSem4;
|
layout(location = 1) in vec4 passParameterSem4;
|
||||||
layout(location = 2) in vec4 passParameterSem5;
|
layout(location = 2) in vec4 passParameterSem5;
|
||||||
layout(location = 3) in vec4 passParameterSem6;
|
layout(location = 3) in vec4 passParameterSem6;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
layout(location = 1) out vec4 passPixelColor1;
|
layout(location = 1) out vec4 passPixelColor1;
|
||||||
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 +1,41 @@
|
|||||||
#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 f1a49f43d95bec30 //skybox
|
// shader f1a49f43d95bec30 //skybox
|
||||||
const float skyboxRed = float($skyboxRed);
|
const float skyboxRed = float($skyboxRed);
|
||||||
const float skyboxGreen = float($skyboxGreen);
|
const float skyboxGreen = float($skyboxGreen);
|
||||||
const float skyboxBlue = float($skyboxBlue);
|
const float skyboxBlue = float($skyboxBlue);
|
||||||
const float skyboxMix = float($skyboxMix);
|
const float skyboxMix = float($skyboxMix);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[2];
|
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 = 0) out vec4 passPixelColor0;
|
||||||
layout(location = 1) out vec4 passPixelColor1;
|
layout(location = 1) out vec4 passPixelColor1;
|
||||||
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 )
|
||||||
|
@ -1,9 +1,35 @@
|
|||||||
#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 ff71dcd2ad4defdc
|
// shader ff71dcd2ad4defdc
|
||||||
//AA ps
|
//AA ps
|
||||||
|
|
||||||
|
#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;
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
|
||||||
const float hazeFactor = 0.1;
|
const float hazeFactor = 0.1;
|
||||||
|
|
||||||
@ -94,9 +120,9 @@ vec3 contrasty(vec3 colour){
|
|||||||
|
|
||||||
|
|
||||||
const float resScale = 2.0;
|
const float resScale = 2.0;
|
||||||
uniform ivec4 uf_remappedPS[4];
|
// uf_remappedPS[4] was moved to the ufBlock
|
||||||
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
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
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
|
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;
|
//uniform vec2 uf_fragCoordScale;
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 0005000010143400,0005000010143600,0005000010143500
|
|||||||
name = Contrasty
|
name = Contrasty
|
||||||
path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Contrasty v1.1"
|
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. Made by getdls.
|
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. Made by getdls.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = Default
|
name = Default
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 0005000010143400,0005000010143600,0005000010143500
|
|||||||
name = Negative texture LOD bias
|
name = Negative texture LOD bias
|
||||||
path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Negative Texture LOD"
|
path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Negative Texture LOD"
|
||||||
description = Texture LOD override, possible shimmer but sharper textures.
|
description = Texture LOD override, possible shimmer but sharper textures.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = LOD Default
|
name = LOD Default
|
||||||
|
@ -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 c2cae30e906be2d5
|
// shader c2cae30e906be2d5
|
||||||
// Wind Waker - NoSSAO
|
// Wind Waker - NoSSAO
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 3) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[8];
|
uniform ivec4 uf_remappedPS[8];
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
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
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[8];
|
||||||
|
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(location = 0) in vec4 passParameterSem1;
|
layout(location = 0) in vec4 passParameterSem1;
|
||||||
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 )
|
||||||
|
@ -3,4 +3,4 @@ titleIds = 0005000010143400,0005000010143600,0005000010143500
|
|||||||
name = No SSAO
|
name = No SSAO
|
||||||
path = "The Legend of Zelda: The Wind Waker HD/Enhancements/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.
|
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 = 3
|
version = 4
|
@ -1,13 +1,39 @@
|
|||||||
#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 949069c3567f349d
|
// shader 949069c3567f349d
|
||||||
// color grading / chromatic aberration
|
// color grading / chromatic aberration
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[1];
|
uniform ivec4 uf_remappedPS[1];
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[1];
|
||||||
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;
|
||||||
layout(location = 0) in vec4 passParameterSem130;
|
layout(location = 0) in vec4 passParameterSem130;
|
||||||
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 )
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,0
|
|||||||
name = Chromatic Aberration
|
name = Chromatic Aberration
|
||||||
path = "ZombiU/Enhancements/Chromatic Aberration"
|
path = "ZombiU/Enhancements/Chromatic Aberration"
|
||||||
description = Changes the intensity of horizontal chromatic aberration. (the red/green/blue edges)
|
description = Changes the intensity of horizontal chromatic aberration. (the red/green/blue edges)
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = CA Default
|
name = CA Default
|
||||||
|
@ -1,13 +1,39 @@
|
|||||||
#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 ee4bd70a942d3687
|
// shader ee4bd70a942d3687
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 2) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[1];
|
uniform ivec4 uf_remappedPS[1];
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
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
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[1];
|
||||||
|
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 passParameterSem130;
|
layout(location = 0) in vec4 passParameterSem130;
|
||||||
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 )
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,0
|
|||||||
name = Lens Dirt Adjustment
|
name = Lens Dirt Adjustment
|
||||||
path = "ZombiU/Enhancements/Lens Dirt Adjustment"
|
path = "ZombiU/Enhancements/Lens Dirt Adjustment"
|
||||||
description = Changes the intensity of the lens dirt effect.
|
description = Changes the intensity of the lens dirt effect.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = Lens Dirt Default
|
name = Lens Dirt Default
|
||||||
|
@ -1,14 +1,40 @@
|
|||||||
#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 00fed4f92a49e851
|
// shader 00fed4f92a49e851
|
||||||
//cut scen blur pass 2 a
|
//cut scen blur pass 2 a
|
||||||
const float resScale = float($height)/float($gameHeight);
|
const float resScale = float($height)/float($gameHeight);
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[2];
|
uniform ivec4 uf_remappedPS[2];
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[2];
|
||||||
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
layout(location = 0) in vec4 passParameterSem133;
|
layout(location = 0) in vec4 passParameterSem133;
|
||||||
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 )
|
||||||
|
@ -1,11 +1,35 @@
|
|||||||
#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 284b1bf9010d4e57
|
// shader 284b1bf9010d4e57
|
||||||
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
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
layout(location = 0) in vec4 passParameterSem133;
|
layout(location = 0) in vec4 passParameterSem133;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
uniform vec2 uf_fragCoordScale;
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
float scaleFactor = uf_fragCoordScale.x;
|
float scaleFactor = uf_fragCoordScale.x;
|
||||||
int clampFI32(int v)
|
int clampFI32(int v)
|
||||||
{
|
{
|
||||||
|
@ -1,14 +1,40 @@
|
|||||||
#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 43a2239f07af804e
|
// shader 43a2239f07af804e
|
||||||
//horizontal blur
|
//horizontal blur
|
||||||
const float resScale = float($height)/float($gameHeight);
|
const float resScale = float($height)/float($gameHeight);
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[3];
|
uniform ivec4 uf_remappedPS[3];
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[3];
|
||||||
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
layout(location = 0) in vec4 passParameterSem133;
|
layout(location = 0) in vec4 passParameterSem133;
|
||||||
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 )
|
||||||
|
@ -1,14 +1,40 @@
|
|||||||
#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 73ac09c3fff4b657
|
// shader 73ac09c3fff4b657
|
||||||
//cut scene vert blur //redundant?
|
//cut scene vert blur //redundant?
|
||||||
const float resScale = float($height)/float($gameHeight);
|
const float resScale = float($height)/float($gameHeight);
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[2];
|
uniform ivec4 uf_remappedPS[2];
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[2];
|
||||||
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
layout(location = 0) in vec4 passParameterSem133;
|
layout(location = 0) in vec4 passParameterSem133;
|
||||||
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 )
|
||||||
|
@ -1,14 +1,40 @@
|
|||||||
#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 75387173950c1793
|
// shader 75387173950c1793
|
||||||
//vert blur
|
//vert blur
|
||||||
const float resScale = float($height)/float($gameHeight);
|
const float resScale = float($height)/float($gameHeight);
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[1];
|
uniform ivec4 uf_remappedPS[1];
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[1];
|
||||||
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
layout(location = 0) in vec4 passParameterSem133;
|
layout(location = 0) in vec4 passParameterSem133;
|
||||||
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 )
|
||||||
|
@ -1,12 +1,36 @@
|
|||||||
#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 78a2659662685d55
|
// shader 78a2659662685d55
|
||||||
//specular highlight
|
//specular highlight
|
||||||
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
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
layout(location = 0) in vec4 passParameterSem133;
|
layout(location = 0) in vec4 passParameterSem133;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
uniform vec2 uf_fragCoordScale;
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
float scaleFactor = uf_fragCoordScale.x;
|
float scaleFactor = uf_fragCoordScale.x;
|
||||||
int clampFI32(int v)
|
int clampFI32(int v)
|
||||||
{
|
{
|
||||||
|
@ -1,14 +1,40 @@
|
|||||||
#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 8a0efcdc3f556942
|
// shader 8a0efcdc3f556942
|
||||||
//halfres, pyarmid start
|
//halfres, pyarmid start
|
||||||
const float resScale = float($height)/float($gameHeight);
|
const float resScale = float($height)/float($gameHeight);
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[2];
|
uniform ivec4 uf_remappedPS[2];
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[2];
|
||||||
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
layout(location = 0) in vec4 passParameterSem133;
|
layout(location = 0) in vec4 passParameterSem133;
|
||||||
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 )
|
||||||
|
@ -1,14 +1,39 @@
|
|||||||
#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 e5870717602e2f55 //layer blur
|
// shader e5870717602e2f55 //layer blur
|
||||||
const float resScale = float($height)/float($gameHeight);
|
const float resScale = float($height)/float($gameHeight);
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 0, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedVS[8];
|
uniform ivec4 uf_remappedVS[8];
|
||||||
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 attrDataSem5;
|
#else
|
||||||
layout(location = 2) in uvec4 attrDataSem16;
|
uniform ivec4 uf_remappedVS[8];
|
||||||
|
// 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 attrDataSem5;
|
||||||
|
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem16;
|
||||||
out gl_PerVertex
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
vec4 gl_Position;
|
vec4 gl_Position;
|
||||||
@ -152,7 +177,7 @@ PS1f = R3f.z;
|
|||||||
R2f.z = mul_nonIEEE(R1f.z, intBitsToFloat(uf_remappedVS[7].z));
|
R2f.z = mul_nonIEEE(R1f.z, intBitsToFloat(uf_remappedVS[7].z));
|
||||||
R2f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[7].w));
|
R2f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[7].w));
|
||||||
// export
|
// export
|
||||||
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w));
|
||||||
// export
|
// export
|
||||||
// skipped export to semanticId 255
|
// skipped export to semanticId 255
|
||||||
// export
|
// export
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 0005000010172600,0005000010172700,000500001011B900
|
|||||||
name = Resolution
|
name = Resolution
|
||||||
path = "Bayonetta 2/Graphics/Resolution"
|
path = "Bayonetta 2/Graphics/Resolution"
|
||||||
description = Changes the resolution of the game. Made by Slashiee and getdls.
|
description = Changes the resolution of the game. Made by Slashiee and getdls.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = 1280x720 (Default)
|
name = 1280x720 (Default)
|
||||||
|
@ -1,16 +1,44 @@
|
|||||||
#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 117889891fd19c30
|
// shader 117889891fd19c30
|
||||||
//menu
|
//menu
|
||||||
const float resScale = float($height)/float($gameHeight);
|
const float resScale = float($height)/float($gameHeight);
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[1];
|
uniform ivec4 uf_remappedPS[1];
|
||||||
uniform float uf_alphaTestRef;
|
uniform float uf_alphaTestRef;
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[1];
|
||||||
|
uniform float uf_alphaTestRef;
|
||||||
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
// uf_alphaTestRef was moved to the ufBlock
|
||||||
|
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;
|
||||||
layout(location = 0) in vec4 passParameterSem129;
|
layout(location = 0) in vec4 passParameterSem129;
|
||||||
layout(location = 1) in vec4 passParameterSem128;
|
layout(location = 1) in vec4 passParameterSem128;
|
||||||
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 )
|
||||||
|
@ -1,13 +1,39 @@
|
|||||||
#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 212e4514290f2693
|
// shader 212e4514290f2693
|
||||||
const float resScale = float($height)/float($gameHeight);
|
const float resScale = float($height)/float($gameHeight);
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[1];
|
uniform ivec4 uf_remappedPS[1];
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[1];
|
||||||
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;
|
||||||
layout(location = 0) in vec4 passParameterSem128;
|
layout(location = 0) in vec4 passParameterSem128;
|
||||||
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 )
|
||||||
|
@ -1,14 +1,40 @@
|
|||||||
#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 51f398ee2e3e18a6
|
// shader 51f398ee2e3e18a6
|
||||||
//blur vert
|
//blur vert
|
||||||
const float resScale = float($height)/float($gameHeight);
|
const float resScale = float($height)/float($gameHeight);
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[1];
|
uniform ivec4 uf_remappedPS[1];
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[1];
|
||||||
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;
|
||||||
layout(location = 0) in vec4 passParameterSem128;
|
layout(location = 0) in vec4 passParameterSem128;
|
||||||
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 )
|
||||||
|
@ -1,15 +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 6e828da50daedc79
|
// shader 6e828da50daedc79
|
||||||
// cut scene blur
|
// cut scene blur
|
||||||
const float resScale = float($height)/float($gameHeight);
|
const float resScale = float($height)/float($gameHeight);
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 2) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[3];
|
uniform ivec4 uf_remappedPS[3];
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
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
|
};
|
||||||
|
#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(location = 0) in vec4 passParameterSem128;
|
layout(location = 0) in vec4 passParameterSem128;
|
||||||
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 )
|
||||||
|
@ -1,15 +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 9d1d7119cc2a1bc5
|
// shader 9d1d7119cc2a1bc5
|
||||||
//film simulation blur
|
//film simulation blur
|
||||||
const float resScale = float($height)/float($gameHeight);
|
const float resScale = float($height)/float($gameHeight);
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 2) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[3];
|
uniform ivec4 uf_remappedPS[3];
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
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
|
};
|
||||||
|
#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(location = 0) in vec4 passParameterSem128;
|
layout(location = 0) in vec4 passParameterSem128;
|
||||||
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 +1,44 @@
|
|||||||
#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 f015876e4c8e82f9
|
// shader f015876e4c8e82f9
|
||||||
//menu 2d blur
|
//menu 2d blur
|
||||||
const float resScale = float($height)/float($gameHeight);
|
const float resScale = float($height)/float($gameHeight);
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[1];
|
uniform ivec4 uf_remappedPS[1];
|
||||||
uniform float uf_alphaTestRef;
|
uniform float uf_alphaTestRef;
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_remappedPS[1];
|
||||||
|
uniform float uf_alphaTestRef;
|
||||||
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
// uf_alphaTestRef was moved to the ufBlock
|
||||||
|
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;
|
||||||
layout(location = 0) in vec4 passParameterSem129;
|
layout(location = 0) in vec4 passParameterSem129;
|
||||||
layout(location = 1) in vec4 passParameterSem128;
|
layout(location = 1) in vec4 passParameterSem128;
|
||||||
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 )
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 000500001014DB00,0005000010157E00,0005000010157F00
|
|||||||
name = Resolution
|
name = Resolution
|
||||||
path = "Bayonetta/Graphics/Resolution"
|
path = "Bayonetta/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)
|
||||||
|
@ -1,13 +1,39 @@
|
|||||||
#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 9e9abde99f9510dc
|
// shader 9e9abde99f9510dc
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
uniform float uf_alphaTestRef;
|
uniform float uf_alphaTestRef;
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
|
uniform float uf_alphaTestRef;
|
||||||
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
layout(location = 0) in vec4 passParameterSem129;
|
layout(location = 0) in vec4 passParameterSem129;
|
||||||
layout(location = 1) in vec4 passParameterSem128;
|
layout(location = 1) in vec4 passParameterSem128;
|
||||||
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 )
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 0005000010150300,0005000010152A00,0005000010152B00
|
|||||||
name = Resolution
|
name = Resolution
|
||||||
path = "Dr. Luigi/Graphics/Resolution"
|
path = "Dr. Luigi/Graphics/Resolution"
|
||||||
description = Changes the resolution of the game. Anti-aliasing is disabled by default. Made by Slashiee.
|
description = Changes the resolution of the game. Anti-aliasing is disabled by default. Made by Slashiee.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = 1280x720 (Default)
|
name = 1280x720 (Default)
|
||||||
|
@ -1,14 +1,40 @@
|
|||||||
#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 294904d1771460cf
|
// shader 294904d1771460cf
|
||||||
// Used for: Blur
|
// Used for: Blur
|
||||||
const float resScale = (float($width)/float($gameWidth));
|
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 ivec4 uf_remappedPS[1];
|
||||||
uniform vec2 uf_fragCoordScale;
|
uniform vec2 uf_fragCoordScale;
|
||||||
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
|
#endif
|
||||||
|
// uf_fragCoordScale was moved to the ufBlock
|
||||||
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
layout(location = 0) in vec4 passParameterSem128;
|
layout(location = 0) in vec4 passParameterSem128;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
int clampFI32(int v)
|
int clampFI32(int v)
|
||||||
|
@ -1,13 +1,39 @@
|
|||||||
#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 8fdd009324e987ee
|
// shader 8fdd009324e987ee
|
||||||
// Used for: Blur
|
// Used for: Blur
|
||||||
const float resScale = (float($width)/float($gameWidth));
|
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 ivec4 uf_remappedPS[1];
|
||||||
uniform vec2 uf_fragCoordScale;
|
uniform vec2 uf_fragCoordScale;
|
||||||
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
|
#endif
|
||||||
|
// uf_fragCoordScale was moved to the ufBlock
|
||||||
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
layout(location = 0) in vec4 passParameterSem128;
|
layout(location = 0) in vec4 passParameterSem128;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
int clampFI32(int v)
|
int clampFI32(int v)
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 0005000010129000,0005000010129200
|
|||||||
name = Resolution
|
name = Resolution
|
||||||
path = "DuckTales: Remastered/Graphics/Resolution"
|
path = "DuckTales: Remastered/Graphics/Resolution"
|
||||||
description = Changes the resolution of the game. Made by Crementif.
|
description = Changes the resolution of the game. Made by Crementif.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = 1920x1080 (Default)
|
name = 1920x1080 (Default)
|
||||||
|
@ -1,15 +1,38 @@
|
|||||||
#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 945d9672d0114248
|
// shader 945d9672d0114248
|
||||||
// Used for: Second horizontal and vertical bloom blur pass
|
// Used for: Second horizontal and vertical bloom blur pass
|
||||||
float resXScale = float($width)/float($gameWidth);
|
float resXScale = float($width)/float($gameWidth);
|
||||||
float resYScale = float($height)/float($gameHeight);
|
float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 0, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_uniformRegisterVS[256];
|
uniform ivec4 uf_uniformRegisterVS[256];
|
||||||
layout(location = 0) in uvec4 attrDataSem0;
|
};
|
||||||
layout(location = 1) in uvec4 attrDataSem1;
|
#else
|
||||||
|
uniform ivec4 uf_uniformRegisterVS[256];
|
||||||
|
#endif
|
||||||
|
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;
|
||||||
@ -280,7 +303,7 @@ Ri[3].xyz = ivec3(Ri[14].x,Ri[14].y,Ri[14].z);
|
|||||||
Ri[3].w = Ri[14].w;
|
Ri[3].w = Ri[14].w;
|
||||||
}
|
}
|
||||||
// export
|
// export
|
||||||
gl_Position = vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w));
|
SET_POSITION(vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w)));
|
||||||
// export
|
// export
|
||||||
passParameterSem129 = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w));
|
passParameterSem129 = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w));
|
||||||
// export
|
// export
|
||||||
|
@ -1,15 +1,38 @@
|
|||||||
#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 b3609db7d1363f6a
|
// shader b3609db7d1363f6a
|
||||||
// Used for: Horizontal and vertical blur
|
// Used for: Horizontal and vertical blur
|
||||||
float resXScale = float($width)/float($gameWidth);
|
float resXScale = float($width)/float($gameWidth);
|
||||||
float resYScale = float($height)/float($gameHeight);
|
float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 0, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_uniformRegisterVS[256];
|
uniform ivec4 uf_uniformRegisterVS[256];
|
||||||
layout(location = 0) in uvec4 attrDataSem0;
|
};
|
||||||
layout(location = 1) in uvec4 attrDataSem1;
|
#else
|
||||||
|
uniform ivec4 uf_uniformRegisterVS[256];
|
||||||
|
#endif
|
||||||
|
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;
|
||||||
@ -302,7 +325,7 @@ Ri[8].xyz = ivec3(Ri[28].x,Ri[28].y,Ri[28].z);
|
|||||||
Ri[8].w = Ri[28].w;
|
Ri[8].w = Ri[28].w;
|
||||||
}
|
}
|
||||||
// export
|
// export
|
||||||
gl_Position = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w));
|
SET_POSITION(vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w)));
|
||||||
// export
|
// export
|
||||||
passParameterSem128 = vec4(intBitsToFloat(Ri[1].x), intBitsToFloat(Ri[1].y), intBitsToFloat(Ri[1].z), intBitsToFloat(Ri[1].w));
|
passParameterSem128 = vec4(intBitsToFloat(Ri[1].x), intBitsToFloat(Ri[1].y), intBitsToFloat(Ri[1].z), intBitsToFloat(Ri[1].w));
|
||||||
// export
|
// export
|
||||||
|
@ -1,15 +1,38 @@
|
|||||||
#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 f9feadb214b483b7
|
// shader f9feadb214b483b7
|
||||||
// Used for: First horizontal and vertical bloom blur pass
|
// Used for: First horizontal and vertical bloom blur pass
|
||||||
float resXScale = float($width)/float($gameWidth);
|
float resXScale = float($width)/float($gameWidth);
|
||||||
float resYScale = float($height)/float($gameHeight);
|
float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 0, binding = 0) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_uniformRegisterVS[256];
|
uniform ivec4 uf_uniformRegisterVS[256];
|
||||||
layout(location = 0) in uvec4 attrDataSem0;
|
};
|
||||||
layout(location = 1) in uvec4 attrDataSem1;
|
#else
|
||||||
|
uniform ivec4 uf_uniformRegisterVS[256];
|
||||||
|
#endif
|
||||||
|
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;
|
||||||
@ -301,7 +324,7 @@ Ri[6].xyz = ivec3(Ri[23].x,Ri[23].y,Ri[23].z);
|
|||||||
Ri[6].w = Ri[23].w;
|
Ri[6].w = Ri[23].w;
|
||||||
}
|
}
|
||||||
// export
|
// export
|
||||||
gl_Position = vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w));
|
SET_POSITION(vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w)));
|
||||||
// export
|
// export
|
||||||
passParameterSem129 = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w));
|
passParameterSem129 = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w));
|
||||||
// export
|
// export
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 000500001012B800,000500001012B900,0005000010116600
|
|||||||
name = Resolution
|
name = Resolution
|
||||||
path = "Fist of the North Star: Ken's Rage 2/Graphics/Resolution"
|
path = "Fist of the North Star: Ken's Rage 2/Graphics/Resolution"
|
||||||
description = Changes the resolution of the game. Made by Crementif.
|
description = Changes the resolution of the game. Made by Crementif.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = 1280x720 (Default)
|
name = 1280x720 (Default)
|
||||||
|
@ -1,14 +1,39 @@
|
|||||||
#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 492839ddc5f8f43e //3rd level dof
|
// shader 492839ddc5f8f43e //3rd level dof
|
||||||
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_uniformRegisterVS[256];
|
uniform ivec4 uf_uniformRegisterVS[256];
|
||||||
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_uniformRegisterVS[256];
|
||||||
|
// 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;
|
||||||
@ -259,7 +284,7 @@ Ri[2].xyz = ivec3(Ri[10].x,Ri[10].y,Ri[10].z);
|
|||||||
Ri[2].w = Ri[10].w;
|
Ri[2].w = Ri[10].w;
|
||||||
}
|
}
|
||||||
// export
|
// export
|
||||||
gl_Position = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w));
|
SET_POSITION(vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w)));
|
||||||
// export
|
// export
|
||||||
passParameterSem128 = vec4(intBitsToFloat(Ri[1].x), intBitsToFloat(Ri[1].y), intBitsToFloat(Ri[1].z), intBitsToFloat(Ri[1].w));
|
passParameterSem128 = vec4(intBitsToFloat(Ri[1].x), intBitsToFloat(Ri[1].y), intBitsToFloat(Ri[1].z), intBitsToFloat(Ri[1].w));
|
||||||
// export
|
// export
|
||||||
|
@ -1,14 +1,39 @@
|
|||||||
#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 945d9672d0114248
|
// shader 945d9672d0114248
|
||||||
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_uniformRegisterVS[256];
|
uniform ivec4 uf_uniformRegisterVS[256];
|
||||||
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_uniformRegisterVS[256];
|
||||||
|
// 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;
|
||||||
@ -279,7 +304,7 @@ Ri[3].xyz = ivec3(Ri[14].x,Ri[14].y,Ri[14].z);
|
|||||||
Ri[3].w = Ri[14].w;
|
Ri[3].w = Ri[14].w;
|
||||||
}
|
}
|
||||||
// export
|
// export
|
||||||
gl_Position = vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w));
|
SET_POSITION(vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w)));
|
||||||
// export
|
// export
|
||||||
passParameterSem129 = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w));
|
passParameterSem129 = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w));
|
||||||
// export
|
// export
|
||||||
|
@ -1,15 +1,40 @@
|
|||||||
#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 b3609db7d1363f6a
|
// shader b3609db7d1363f6a
|
||||||
//cutscene dof boxes
|
//cutscene dof boxes
|
||||||
const float resXScale = (float($width)/float($gameWidth))*float($internalRes);
|
const float resXScale = (float($width)/float($gameWidth))*float($internalRes);
|
||||||
const float resYScale = (float($height)/float($gameHeight))*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 ivec4 uf_uniformRegisterVS[256];
|
||||||
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_uniformRegisterVS[256];
|
||||||
|
// 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;
|
||||||
@ -302,7 +327,7 @@ Ri[8].xyz = ivec3(Ri[28].x,Ri[28].y,Ri[28].z);
|
|||||||
Ri[8].w = Ri[28].w;
|
Ri[8].w = Ri[28].w;
|
||||||
}
|
}
|
||||||
// export
|
// export
|
||||||
gl_Position = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w));
|
SET_POSITION(vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w)));
|
||||||
// export
|
// export
|
||||||
passParameterSem128 = vec4(intBitsToFloat(Ri[1].x), intBitsToFloat(Ri[1].y), intBitsToFloat(Ri[1].z), intBitsToFloat(Ri[1].w));
|
passParameterSem128 = vec4(intBitsToFloat(Ri[1].x), intBitsToFloat(Ri[1].y), intBitsToFloat(Ri[1].z), intBitsToFloat(Ri[1].w));
|
||||||
// export
|
// export
|
||||||
|
@ -1,14 +1,39 @@
|
|||||||
#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 f9feadb214b483b7
|
// shader f9feadb214b483b7
|
||||||
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_uniformRegisterVS[256];
|
uniform ivec4 uf_uniformRegisterVS[256];
|
||||||
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_uniformRegisterVS[256];
|
||||||
|
// 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;
|
||||||
@ -300,7 +325,7 @@ Ri[6].xyz = ivec3(Ri[23].x,Ri[23].y,Ri[23].z);
|
|||||||
Ri[6].w = Ri[23].w;
|
Ri[6].w = Ri[23].w;
|
||||||
}
|
}
|
||||||
// export
|
// export
|
||||||
gl_Position = vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w));
|
SET_POSITION(vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w)));
|
||||||
// export
|
// export
|
||||||
passParameterSem129 = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w));
|
passParameterSem129 = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w));
|
||||||
// export
|
// export
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 000500001017D800,000500001017D900,000500001017CD00
|
|||||||
name = Resolution
|
name = Resolution
|
||||||
path = "Hyrule Warriors/Graphics/Resolution"
|
path = "Hyrule Warriors/Graphics/Resolution"
|
||||||
description = Changes the resolution of the game. Made by getdls.
|
description = Changes the resolution of the game. Made by getdls.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
#Resolutions |Aspect ratio
|
#Resolutions |Aspect ratio
|
||||||
#2560×1080, 5120×2160, 8192×3456 |64:27 (2.370)
|
#2560×1080, 5120×2160, 8192×3456 |64:27 (2.370)
|
||||||
|
@ -1,15 +1,40 @@
|
|||||||
#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 2258c1c082f929aa
|
// shader 2258c1c082f929aa
|
||||||
// Used for: Stage Background Blur, Clay Texture Blur
|
// Used for: Stage Background Blur, Clay Texture 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_uniformRegisterVS[256];
|
uniform ivec4 uf_uniformRegisterVS[256];
|
||||||
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;
|
};
|
||||||
|
#else
|
||||||
|
uniform ivec4 uf_uniformRegisterVS[256];
|
||||||
|
// 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;
|
||||||
out gl_PerVertex
|
out gl_PerVertex
|
||||||
{
|
{
|
||||||
vec4 gl_Position;
|
vec4 gl_Position;
|
||||||
@ -74,7 +99,7 @@ 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.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));
|
R3i.y = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[6].y)/resYScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].y));
|
||||||
// export
|
// export
|
||||||
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
|
SET_POSITION(vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)));
|
||||||
// export
|
// export
|
||||||
passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.z));
|
passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.z));
|
||||||
// export
|
// export
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 00050000101ABC00,00050000101B5100
|
|||||||
name = Resolution
|
name = Resolution
|
||||||
path = "Kirby and the Rainbow Curse & Paintbrush/Graphics/Resolution"
|
path = "Kirby and the Rainbow Curse & Paintbrush/Graphics/Resolution"
|
||||||
description = Changes the resolution of the game. Made by Crementif.
|
description = Changes the resolution of the game. Made by Crementif.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = 1280x720 (Default)
|
name = 1280x720 (Default)
|
||||||
|
@ -1,17 +1,42 @@
|
|||||||
#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 5ce4bcf08c2aa688
|
// shader 5ce4bcf08c2aa688
|
||||||
// Used for: Bloom
|
// Used for: Bloom
|
||||||
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[6];
|
uniform ivec4 uf_remappedVS[6];
|
||||||
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[6];
|
||||||
|
// 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;
|
||||||
@ -243,7 +268,7 @@ 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.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);
|
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
|
// export
|
||||||
gl_Position = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
|
SET_POSITION(vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w)));
|
||||||
// 0
|
// 0
|
||||||
R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z)/resXScale,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(R4i.x)));
|
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)));
|
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.w)/resYScale,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(R4i.y)));
|
||||||
|
@ -3,7 +3,7 @@ titleIds = 0005000010162D00,0005000010162E00,0005000E10161F00
|
|||||||
name = Resolution
|
name = Resolution
|
||||||
path = "Mario Party 10/Graphics/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.
|
description = Changes the resolution of the game. Note: Missing videos in minigame screen is currently a Cemu/Cemuhook issue.
|
||||||
version = 3
|
version = 4
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
name = 1280x720 (Default)
|
name = 1280x720 (Default)
|
||||||
|
@ -1,17 +1,43 @@
|
|||||||
#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 50e29e8929cea348
|
// shader 50e29e8929cea348
|
||||||
// Used for: Scaling Anti-Aliasing solution of game
|
// Used for: Scaling Anti-Aliasing solution of game
|
||||||
|
|
||||||
|
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 2) uniform ufBlock
|
||||||
|
{
|
||||||
uniform ivec4 uf_remappedPS[3];
|
uniform ivec4 uf_remappedPS[3];
|
||||||
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
|
uniform vec4 uf_fragCoordScale;
|
||||||
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
|
};
|
||||||
|
#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(location = 0) in vec4 passParameterSem1;
|
layout(location = 0) in vec4 passParameterSem1;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
|
|
||||||
uniform vec2 uf_fragCoordScale;
|
// uf_fragCoordScale was moved to the ufBlock
|
||||||
float resScale = (1.0 / uf_fragCoordScale.x);
|
float resScale = (1.0 / uf_fragCoordScale.x);
|
||||||
|
|
||||||
int clampFI32(int v)
|
int clampFI32(int v)
|
||||||
|
@ -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 70b82af4d17024d2
|
// shader 70b82af4d17024d2
|
||||||
//AA fix
|
//AA fix
|
||||||
|
|
||||||
float resScale = float($width)/float($gameWidth);
|
float resScale = float($width)/float($gameWidth);
|
||||||
|
|
||||||
|
#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;
|
||||||
@ -70,7 +95,7 @@ R2f.z = PS0f;
|
|||||||
// 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
|
||||||
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||||
// 0
|
// 0
|
||||||
|
@ -1,25 +1,49 @@
|
|||||||
#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 8d638f35cebd14dc
|
// shader 8d638f35cebd14dc
|
||||||
//banding fix
|
//banding fix
|
||||||
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
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 1) in vec4 passParameterSem1;
|
layout(location = 1) in vec4 passParameterSem1;
|
||||||
layout(location = 2) in vec4 passParameterSem2;
|
layout(location = 2) in vec4 passParameterSem2;
|
||||||
layout(location = 3) in vec4 passParameterSem3;
|
layout(location = 3) in vec4 passParameterSem3;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
layout(location = 1) out vec4 passPixelColor1;
|
layout(location = 1) out vec4 passPixelColor1;
|
||||||
highp float lineRand(vec2 co)
|
float lineRand(vec2 co)
|
||||||
{
|
{
|
||||||
highp float a = 12.9898;
|
float a = 12.9898;
|
||||||
highp float b = 78.233;
|
float b = 78.233;
|
||||||
highp float c = 43758.5453;
|
float c = 43758.5453;
|
||||||
highp float dt = dot(co.xy, vec2(a, b));
|
float dt = dot(co.xy, vec2(a, b));
|
||||||
highp float sn = mod(dt, 3.14);
|
float sn = mod(dt, 3.14);
|
||||||
return fract(sin(sn) * c);
|
return fract(sin(sn) * c);
|
||||||
}
|
}
|
||||||
|
#ifdef VULKAN
|
||||||
|
layout(set = 1, binding = 1) uniform ufBlock
|
||||||
|
{
|
||||||
|
uniform vec4 uf_fragCoordScale;
|
||||||
|
};
|
||||||
|
#else
|
||||||
uniform vec2 uf_fragCoordScale;
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
#endif
|
||||||
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 ec4a85d51e778437
|
// shader ec4a85d51e778437
|
||||||
//box blur fix
|
//box blur fix
|
||||||
|
|
||||||
float resScale = float($width)/float($gameWidth);
|
float resScale = float($width)/float($gameWidth);
|
||||||
|
|
||||||
|
#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);
|
||||||
// 0
|
// 0
|
||||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user