From feee4f3f8ce8376568c101989caf12185d1c65c1 Mon Sep 17 00:00:00 2001 From: getdls <25286924+getdls@users.noreply.github.com> Date: Thu, 16 Jan 2020 00:58:38 +0100 Subject: [PATCH] [MK8] Scale replay DOF Pretty sure this was fixed pre 1.4 :/ --- .../c673c0d44f779fc9_0000000000000000_vs.txt | 96 +++++++++++++++++++ 1 file changed, 96 insertions(+) create mode 100644 Resolutions/MarioKart8_Resolution/c673c0d44f779fc9_0000000000000000_vs.txt diff --git a/Resolutions/MarioKart8_Resolution/c673c0d44f779fc9_0000000000000000_vs.txt b/Resolutions/MarioKart8_Resolution/c673c0d44f779fc9_0000000000000000_vs.txt new file mode 100644 index 00000000..07263b16 --- /dev/null +++ b/Resolutions/MarioKart8_Resolution/c673c0d44f779fc9_0000000000000000_vs.txt @@ -0,0 +1,96 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader c673c0d44f779fc9 // replay DOF box blur +// start of shader inputs/outputs, predetermined by Cemu. Do not touch +#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 = 0) out vec4 passParameterSem3; +// end of shader inputs/outputs +const float resScale = float($height)/float($gameHeight); +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); +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 = intBitsToFloat(0xbf800000); +R1f.w = 1.0; +PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resScale); +// 1 +backupReg0f = R2f.y; +backupReg1f = R2f.x; +PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resScale); +R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resScale; +R2f.z = PS0f; +R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resScale; +PS1f = R2f.x; +// 2 +R2f.w = PV1f.x; +// export +SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +// export +passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// 0 +}