Character Swap would crash the game due to some change in Cemu 1.15.8 apparently (no real clue why although it's probably the hex values being weird). Reported by Revan.
Hyrule Warriors resolution pack has a pretty big blending bug in the menus for a bit too. Upscaling compressed formats never goes well. Reported by MelonSpeedruns.
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.
I searched through quite a bit of commits to properly credit some packs. Some of the credits are based off memory. Please let me know if I incorrectly credited or forgot to credit somebody.
Since it's not possible to update 300+ shaders manually and automation was possible, I thought that I'd take the honor and create a script that's able to automatically convert all of the shaders to be cross-compatible with Vulkan. And change the graphic pack versions to version 4 of course.
Also, the script has some nifty testing code which compiled every shader as OpenGL and Vulkan, but for that see the details that I've written below.
**Here's the script that I've made to do all of this. No manual edits were needed:**
https://gist.github.com/Crementif/8d98a855b95f219d95298fb3db99deae
Accidentally applied a suggested fix to the wrong game. Reverted that and applied it to the correct game. Also changed the description of the performance pack slightly so that people know what it does. Could probably be more conclusive about what it does. Looks like a regular shadow resolution pack to me.
Didn’t realize that VS uf_uniformRegisterVS[ARi.x+2].y is actually used
to offset sampling x4 when doing the custom PS blur shader. Reverting to
simple scale by res in the meantime