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Update Lego Star Wars packs to v4
Even though the game isn't playable with Vulkan, let's just have everything converted for tidiness sake.
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@ -1,17 +1,42 @@
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#version 420
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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_shading_language_packing : 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 66681ef93c67091e
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// Used for: Bloom and motion blur
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const float resXScale = ($width/$gameWidth);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[7];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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layout(location = 2) in uvec4 attrDataSem2;
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layout(location = 3) in uvec4 attrDataSem5;
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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};
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#else
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uniform ivec4 uf_remappedVS[7];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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#endif
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// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
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ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
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ATTR_LAYOUT(0, 3) in uvec4 attrDataSem5;
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out gl_PerVertex
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{
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vec4 gl_Position;
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@ -123,7 +148,7 @@ R5f.y = (mul_nonIEEE(R125f.w,intBitsToFloat(uf_remappedVS[6].y)) + intBitsToFloa
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// 11
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R5f.z = intBitsToFloat(uf_remappedVS[5].z) * (intBitsToFloat(0x3e4cc000)/resXScale);
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
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// export
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passParameterSem128 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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@ -3,7 +3,7 @@ titleIds = 00050000101DAA00,00050000101DAB00,00050000101EA000
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name = Resolution
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path = "LEGO Star Wars: The Force Awakens/Graphics/Resolution"
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description = Changes the resolution of the game.
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version = 3
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version = 4
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[Preset]
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name = 1280x720 (Default)
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@ -169,7 +169,7 @@
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"LEGO Star Wars: The Force Awakens":
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nativeRes: 720
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compatLink: "http://compat.cemu.info/wiki/LEGO_Star_Wars:_The_Force_Awakens"
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version: 3
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version: 4
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"Mario Party 10":
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nativeRes: 720
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compatLink: "http://compat.cemu.info/wiki/Mario_Party_10"
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