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https://github.com/cemu-project/cemu_graphic_packs.git
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f3d35c75dc
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.
95 lines
3.3 KiB
Plaintext
95 lines
3.3 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : 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 04dcbf2655f94e03 //hoirzon cloud layer lighten up
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[2];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[2];
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uniform vec2 uf_fragCoordScale;
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#endif
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const float skyboxRed = float($skyboxRed);
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const float skyboxGreen = float($skyboxGreen);
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const float skyboxBlue = float($skyboxBlue);
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const float skyboxMix = float($skyboxMix);
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TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;
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layout(location = 0) in vec4 passParameterSem6;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 1) out vec4 passPixelColor1;
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// uf_fragCoordScale was moved to the ufBlock
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem6;
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R0f.xyzw = (texture(textureUnitPS3, R0f.xy).xyzw);
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// 0
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backupReg0f = R0f.x;
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PV0f.x = R0f.w;
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PV0f.x = clamp(PV0f.x, 0.0, 1.0);
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R2f.y = (intBitsToFloat(uf_remappedPS[0].z) * 0.5 + 0.5);
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R1f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[1].x));
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PS0f = R1f.x;
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// 1
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R2f.x = PV0f.x;
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R1f.y = mul_nonIEEE(R0f.y, intBitsToFloat(uf_remappedPS[1].y));
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PV1f.y = R1f.y;
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R1f.z = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[1].z));
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PV1f.z = R1f.z;
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R1f.w = PV0f.x;
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PV1f.w = R1f.w;
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// 2
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R0f.xyz = vec3(R1f.x,PV1f.y,PV1f.z);
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R0f.w = PV1f.w;
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// 3
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R1f.xyz = vec3(R2f.y,R2f.y,R2f.y);
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R1f.w = R2f.x;
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// export
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//passPixelColor0 = vec4(R0f.x*$skyboxRed, R0f.y, R0f.z*1.1, R0f.w)*1.3;
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passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen, R0f.z*skyboxBlue*1.1, R0f.w)*skyboxMix*1.3;
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passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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}
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