mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 16:31:50 +01:00
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.
252 lines
11 KiB
Plaintext
252 lines
11 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : 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 9e9abde99f9510dc
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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 float uf_alphaTestRef;
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform float uf_alphaTestRef;
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem129;
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layout(location = 1) in vec4 passParameterSem128;
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layout(location = 0) out vec4 passPixelColor0;
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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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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R5i = ivec4(0);
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ivec4 R6i = ivec4(0);
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ivec4 R7i = ivec4(0);
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ivec4 R8i = ivec4(0);
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ivec4 R122i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(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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R0i = floatBitsToInt(passParameterSem129);
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R1i = floatBitsToInt(passParameterSem128);
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R5i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyz);
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R6i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz);
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ivec2 resolution = textureSize(textureUnitPS0,0);
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float iresX = float(resolution.x)/float(1280);
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float iresY = float(resolution.y)/float(720);
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// 0
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backupReg0i = R0i.y;
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backupReg1i = R0i.x;
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PV0i.x = 0;
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PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) / iresY);
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PV0i.z = 0;
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R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) / iresX);
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PV0i.w = R127i.w;
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R8i.w = 0x3f800000;
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PS0i = R8i.w;
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// 1
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R2i.x = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.w));
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R2i.y = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.x));
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R3i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.z));
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PV1i.w = PV0i.y;
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R3i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R1i.w));
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PS1i = R3i.y;
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// 2
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R4i.x = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R127i.w));
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R4i.y = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV1i.w));
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R0i.z = floatBitsToInt(intBitsToFloat(R6i.z) * intBitsToFloat(0x3de978d5));
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R3i.x = floatBitsToInt(intBitsToFloat(R5i.z) * intBitsToFloat(0x3de978d5));
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PS0i = R3i.x;
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R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyz);
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R7i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.zy)).xyz);
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R4i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.xy)).xyz);
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// 0
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R3i.x),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),1.0,0.0)));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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R127i.z = tempi.x;
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R122i.x = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(0x3f1645a2) + intBitsToFloat(R0i.z)));
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PS0i = R122i.x;
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// 1
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0)));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R127i.y = tempi.x;
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R126i.z = floatBitsToInt((intBitsToFloat(R6i.x) * intBitsToFloat(0x3e991687) + intBitsToFloat(PS0i)));
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PS1i = R126i.z;
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// 2
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R126i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R7i.x),intBitsToFloat(R7i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0)));
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PV0i.x = R126i.x;
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PV0i.y = R126i.x;
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PV0i.z = R126i.x;
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PV0i.w = R126i.x;
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R127i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.x));
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PS0i = R127i.x;
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// 3
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0)));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R127i.w = tempi.x;
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PS1i = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PS0i));
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// 4
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PV0i.x = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(PV1i.x));
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PV0i.y = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(PV1i.x));
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PV0i.z = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(R126i.x));
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PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(PS1i));
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R126i.y = floatBitsToInt(min(intBitsToFloat(R127i.z), intBitsToFloat(R127i.y)));
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PS0i = R126i.y;
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// 5
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backupReg0i = R127i.x;
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backupReg1i = R127i.z;
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backupReg2i = R127i.y;
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R127i.x = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.z));
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PV1i.x = R127i.x;
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PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3d000000));
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R127i.z = floatBitsToInt(min(intBitsToFloat(R126i.x), intBitsToFloat(R127i.w)));
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PV1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.y)) + intBitsToFloat(backupReg0i));
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R127i.y = floatBitsToInt(max(intBitsToFloat(backupReg1i), intBitsToFloat(backupReg2i)));
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PS1i = R127i.y;
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// 6
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backupReg0i = R126i.x;
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backupReg1i = R127i.w;
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R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.w)));
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PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
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PV0i.z = floatBitsToInt(max(-(intBitsToFloat(PV1i.w)), intBitsToFloat(PV1i.w)));
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R127i.w = floatBitsToInt(max(intBitsToFloat(PV1i.y), intBitsToFloat(0x3c000000)));
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PS0i = floatBitsToInt(max(intBitsToFloat(backupReg0i), intBitsToFloat(backupReg1i)));
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// 7
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PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y)));
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PV1i.y = floatBitsToInt(max(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
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PV1i.w = floatBitsToInt(min(intBitsToFloat(R126i.y), intBitsToFloat(R127i.z)));
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// 8
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R2i.x = floatBitsToInt(max(intBitsToFloat(R126i.z), intBitsToFloat(PV1i.y)));
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R2i.z = floatBitsToInt(min(intBitsToFloat(R126i.z), intBitsToFloat(PV1i.w)));
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PV0i.w = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(PV1i.x));
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// 9
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PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
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// 10
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PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS1i)));
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PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PS1i)));
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// 11
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PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), intBitsToFloat(0xc1000000)));
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PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.y), intBitsToFloat(0xc1000000)));
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// 12
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PV0i.y = floatBitsToInt(min(intBitsToFloat(PV1i.w), intBitsToFloat(0x41000000)));
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PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.z), intBitsToFloat(0x41000000)));
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// 13
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R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(PV0i.y)));
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PV1i.z = R126i.z;
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R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.w)));
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PV1i.w = R127i.w;
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// 14
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R0i.x = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x3e2aaaac) + intBitsToFloat(R1i.x)));
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R0i.y = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0x3e2aaaac) + intBitsToFloat(R1i.y)));
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R4i.z = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0xbe2aaaaa) + intBitsToFloat(R1i.x)));
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R4i.w = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0xbe2aaaaa) + intBitsToFloat(R1i.y)));
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R4i.x = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + intBitsToFloat(R1i.x)));
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PS0i = R4i.x;
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// 15
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backupReg0i = R1i.x;
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R1i.x = floatBitsToInt((-(intBitsToFloat(R126i.z)) * 0.5 + intBitsToFloat(backupReg0i)));
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R4i.y = floatBitsToInt((intBitsToFloat(R127i.w) * 0.5 + intBitsToFloat(R1i.y)));
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R1i.z = floatBitsToInt((-(intBitsToFloat(R127i.w)) * 0.5 + intBitsToFloat(R1i.y)));
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R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyz);
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R7i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.zw)).xyz);
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R4i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.xy)).xyz);
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R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xz)).xyz);
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// 0
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R126i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(R7i.z));
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R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
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R127i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R7i.y));
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R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
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PV0i.z = R127i.z;
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R127i.w = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R7i.x));
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R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
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PV0i.w = R127i.w;
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// 1
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PV1i.x = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R1i.x));
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PV1i.y = PV0i.w;
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PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) / 2.0);
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R126i.z = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R1i.z));
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PV1i.w = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R1i.y));
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PS1i = PV0i.z;
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PS1i = floatBitsToInt(intBitsToFloat(PS1i) / 2.0);
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// 2
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R127i.x = floatBitsToInt((intBitsToFloat(PV1i.x) * 0.25 + intBitsToFloat(PV1i.y)));
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R127i.y = floatBitsToInt((intBitsToFloat(PV1i.w) * 0.25 + intBitsToFloat(PS1i)));
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PV0i.w = R126i.x;
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PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
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// 3
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backupReg0i = R126i.z;
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R126i.z = floatBitsToInt((intBitsToFloat(backupReg0i) * 0.25 + intBitsToFloat(PV0i.w)));
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PV1i.z = R126i.z;
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// 4
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0)));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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// 5
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PV1i.y = ((intBitsToFloat(PV0i.x) > intBitsToFloat(R2i.x))?int(0xFFFFFFFF):int(0x0));
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PV1i.z = ((intBitsToFloat(R2i.z) > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0));
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// 6
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R123i.x = ((PV1i.z == 0)?(PV1i.y):(int(-1)));
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PV0i.x = R123i.x;
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// 7
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R8i.x = ((PV0i.x == 0)?(R127i.x):(R127i.w));
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R8i.y = ((PV0i.x == 0)?(R127i.y):(R127i.z));
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R8i.z = ((PV0i.x == 0)?(R126i.z):(R126i.x));
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// export
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if( ((vec4(intBitsToFloat(R8i.x), intBitsToFloat(R8i.y), intBitsToFloat(R8i.z), intBitsToFloat(R8i.w))).a > uf_alphaTestRef) == false) discard;
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passPixelColor0 = vec4(intBitsToFloat(R8i.x), intBitsToFloat(R8i.y), intBitsToFloat(R8i.z), intBitsToFloat(R8i.w));
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}
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