From f4566dfac842e69608f028d97b6435f63c51a98e Mon Sep 17 00:00:00 2001 From: getdls <25286924+getdls@users.noreply.github.com> Date: Mon, 13 Jan 2020 01:52:22 +0100 Subject: [PATCH] [MK8] Add highlights, 8k --- .../f5274bda2b5e1e9f_0000000000000000_vs.txt | 110 ++++++++++++++++++ Resolutions/MarioKart8_Resolution/rules.txt | 7 ++ 2 files changed, 117 insertions(+) create mode 100644 Resolutions/MarioKart8_Resolution/f5274bda2b5e1e9f_0000000000000000_vs.txt diff --git a/Resolutions/MarioKart8_Resolution/f5274bda2b5e1e9f_0000000000000000_vs.txt b/Resolutions/MarioKart8_Resolution/f5274bda2b5e1e9f_0000000000000000_vs.txt new file mode 100644 index 00000000..d048c3a0 --- /dev/null +++ b/Resolutions/MarioKart8_Resolution/f5274bda2b5e1e9f_0000000000000000_vs.txt @@ -0,0 +1,110 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader f5274bda2b5e1e9f +// start of shader inputs/outputs, predetermined by Cemu. Do not touch +// Used for: reflection highlights +const float resScale = float($width)/float($gameWidth); + +#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 gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#else +#define 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 +#endif +#ifdef VULKAN +layout(set = 0, binding = 0) uniform ufBlock +{ +uniform ivec4 uf_remappedVS[1]; +}; +#else +uniform ivec4 uf_remappedVS[1]; +#endif +ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; +ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; +}; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 2) out vec4 passParameterSem2; +layout(location = 0) out vec4 passParameterSem0; +// end of shader inputs/outputs +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R127f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 0.0; +R1f.w = 1.0; +R127f.x = R2f.y + intBitsToFloat(uf_remappedVS[0].w)/resScale; +PS0f = R127f.x; +// 1 +R0f.x = R2f.x + intBitsToFloat(uf_remappedVS[0].z)/resScale; +R0f.y = PS0f; +PV1f.z = R2f.y + -(intBitsToFloat(uf_remappedVS[0].w)/resScale); +R4f.w = R2f.x; +R3f.x = R2f.x + -(intBitsToFloat(uf_remappedVS[0].z)/resScale); +PS1f = R3f.x; +// 2 +R4f.x = R2f.y; +R3f.y = R127f.x; +R3f.z = PV1f.z; +R0f.w = PV1f.z; +// export +SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +// export +passParameterSem1 = vec4(R0f.x, R0f.y, R0f.x, R0f.w); +// export +passParameterSem2 = vec4(R3f.x, R3f.y, R3f.x, R3f.z); +// export +passParameterSem0 = vec4(R4f.w, R4f.x, R4f.z, R4f.z); +// 0 +} diff --git a/Resolutions/MarioKart8_Resolution/rules.txt b/Resolutions/MarioKart8_Resolution/rules.txt index 236902f1..bca30ff1 100644 --- a/Resolutions/MarioKart8_Resolution/rules.txt +++ b/Resolutions/MarioKart8_Resolution/rules.txt @@ -79,6 +79,13 @@ $height = 2880 $gameWidth = 1280 $gameHeight = 720 +[Preset] +name = 7680x4320 (8k) +$width = 7680 +$height = 4320 +$gameWidth = 1280 +$gameHeight = 720 + // Common Ultrawide Resolutions [Preset]