cemu_graphic_packs/Enhancements/Bayonetta2_Contrasty/93bde02ae446a30f_000000000000001c_ps.txt
Crementif 077f4f8f27
Fix shader errors and shader cleanup
Since I wanted to make sure that I didn't broke the shaders after converting the shaders to Vulkan, we need to check if all the shaders weren't broken. Since we're talking about like 400 shaders checking all of them is pretty much impossible and even then, 

So, the obvious solution was to automate the checking. Not as simple as you'd think, because in 300 of our shaders we use preset variables which without replacing the value like Cemu does, will make the shader error regardless. So I also implemented some functionality that would read the preset values and types out of the rules.txt file and replace them in the shaders using that information. And then we use Khronos' glslang to compile the shaders, using both OpenGL and Vulkan.

The result was that glslang found quite a few errors in some of the shaders, which I fixed in this commit. I'm considering adding this rules.txt parsing and automated shader compilation testing to the build process.

Also, I fixed Clarity's name and description since Monochromia isn't available anymore and Xenoblade's resolution pack had a lot of weird blank lines before their #version declaration, which my converter didn't like.
2019-11-29 00:51:00 +01:00

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 93bde02ae446a30f//lens dirt
const float lensDirt = 1.0;
uniform ivec4 uf_remappedPS[1];
uniform float uf_alphaTestRef;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x37eec000 res 256x256x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in vec4 passParameterSem133;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
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);
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 = passParameterSem133;
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw)*lensDirt;
// 0
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x));
R0f.y = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].y));
R0f.z = mul_nonIEEE(backupReg2f, intBitsToFloat(uf_remappedPS[0].z));
R0f.w = mul_nonIEEE(backupReg3f, intBitsToFloat(uf_remappedPS[0].w));
// export
if( ((vec4(R0f.x, R0f.y, R0f.z, R0f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}