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.
This commit is contained in:
Crementif 2020-01-18 20:02:21 +01:00
parent 55de532386
commit f81f8299e1
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GPG Key ID: 11A98E7DE0412B33
3 changed files with 34 additions and 9 deletions

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@ -1,17 +1,42 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 66681ef93c67091e
// Used for: Bloom and motion blur
const float resXScale = ($width/$gameWidth);
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[7];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
layout(location = 3) in uvec4 attrDataSem5;
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
};
#else
uniform ivec4 uf_remappedVS[7];
// 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;
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2;
ATTR_LAYOUT(0, 3) in uvec4 attrDataSem5;
out gl_PerVertex
{
vec4 gl_Position;
@ -123,7 +148,7 @@ R5f.y = (mul_nonIEEE(R125f.w,intBitsToFloat(uf_remappedVS[6].y)) + intBitsToFloa
// 11
R5f.z = intBitsToFloat(uf_remappedVS[5].z) * (intBitsToFloat(0x3e4cc000)/resXScale);
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
// export
passParameterSem128 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export

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@ -3,7 +3,7 @@ titleIds = 00050000101DAA00,00050000101DAB00,00050000101EA000
name = Resolution
path = "LEGO Star Wars: The Force Awakens/Graphics/Resolution"
description = Changes the resolution of the game.
version = 3
version = 4
[Preset]
name = 1280x720 (Default)

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@ -169,7 +169,7 @@
"LEGO Star Wars: The Force Awakens":
nativeRes: 720
compatLink: "http://compat.cemu.info/wiki/LEGO_Star_Wars:_The_Force_Awakens"
version: 3
version: 4
"Mario Party 10":
nativeRes: 720
compatLink: "http://compat.cemu.info/wiki/Mario_Party_10"