mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-22 09:39:17 +01:00
24b9b1eb29
Xenoblade Chronicles X packs are now ported too! Which has, after BotW, the most shaders I think made by all of the efforts from getdls. All shaders were successfully verified and tested in-game (from what I could tell).
272 lines
8.2 KiB
Plaintext
272 lines
8.2 KiB
Plaintext
#version 420
|
|
#extension GL_ARB_texture_gather : enable
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
#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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
|
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
|
#define gl_VertexID gl_VertexIndex
|
|
#define gl_InstanceID gl_InstanceIndex
|
|
#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
|
|
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
|
#endif
|
|
// This shaders was auto-converted from OpenGL to Cemu.
|
|
|
|
// shader b3fb199c73caa796
|
|
//BB title
|
|
|
|
const float dither = $dither ;
|
|
const float scaleShader = $scaleShader;
|
|
const float scaleBlur = $scaleBlur;
|
|
|
|
|
|
const int sampleScale = 4;
|
|
const float lightBloom = 0.95;
|
|
float lineRand(vec2 co)
|
|
{
|
|
float a = 12.9898;
|
|
float b = 78.233;
|
|
float c = 43758.5453;
|
|
float dt = dot(co.xy, vec2(a, b));
|
|
float sn = mod(dt, 3.14);
|
|
return fract(sin(sn) * c);
|
|
}
|
|
|
|
#ifdef VULKAN
|
|
layout(set = 1, binding = 2) uniform ufBlock
|
|
{
|
|
uniform ivec4 uf_remappedPS[4];
|
|
uniform vec4 uf_fragCoordScale;
|
|
};
|
|
#else
|
|
uniform ivec4 uf_remappedPS[4];
|
|
uniform vec2 uf_fragCoordScale;
|
|
#endif
|
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
|
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
|
layout(location = 0) in vec4 passParameterSem0;
|
|
layout(location = 0) out vec4 passPixelColor0;
|
|
// uf_fragCoordScale was moved to the ufBlock
|
|
|
|
// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
|
|
const int samples = 8 * sampleScale, //8 or 4 balances xy position
|
|
LOD = 2, // gaussian done on MIPmap at scale LOD
|
|
sLOD = 1 << LOD; // tile size = 2^LOD
|
|
const float sigma = float(samples) * .25;
|
|
|
|
float gaussian(vec2 i) {
|
|
return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
|
|
}
|
|
|
|
vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
|
|
vec4 O = vec4(0);
|
|
int s = samples / sLOD;
|
|
|
|
for (int i = 0; i < s*s; i++) {
|
|
vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
|
|
O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
|
|
}
|
|
|
|
return O / O.a;
|
|
}
|
|
|
|
|
|
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
|
void main()
|
|
{
|
|
vec4 R0f = vec4(0.0);
|
|
vec4 R1f = vec4(0.0);
|
|
vec4 R2f = vec4(0.0);
|
|
vec4 R3f = vec4(0.0);
|
|
vec4 R4f = vec4(0.0);
|
|
vec4 R5f = vec4(0.0);
|
|
vec4 R6f = vec4(0.0);
|
|
vec4 R7f = vec4(0.0);
|
|
vec4 R123f = vec4(0.0);
|
|
vec4 R124f = vec4(0.0);
|
|
vec4 R125f = vec4(0.0);
|
|
vec4 R126f = vec4(0.0);
|
|
vec4 R127f = 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 = passParameterSem0;
|
|
R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.0012 *dither);
|
|
R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.0011 *dither);
|
|
// 0
|
|
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x);
|
|
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y);
|
|
R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z);
|
|
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w);
|
|
// 1
|
|
backupReg0f = R0f.x;
|
|
backupReg1f = R0f.y;
|
|
backupReg0f = R0f.x;
|
|
backupReg1f = R0f.y;
|
|
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[1].x);
|
|
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[1].y);
|
|
R1f.z = backupReg0f + intBitsToFloat(uf_remappedPS[1].z);
|
|
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w);
|
|
|
|
vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0); //
|
|
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
|
|
vec2 uv = coord * ps;
|
|
|
|
|
|
R2f.xyzw = (texture(textureUnitPS1, R1f.xy).xyzw);
|
|
R3f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw);
|
|
R4f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw);
|
|
R5f.xyzw = (texture(textureUnitPS1, R1f.zw).xyzw);
|
|
|
|
R6f.xyz = blur(textureUnitPS0, R1f.xy, ps*scaleBlur).xyz; //1.0 4k //.66 2k //0.075 1k
|
|
R7f.xyz = R6f.xyz;
|
|
R0f.xyz = R6f.xyz;
|
|
R1f.xyz = R6f.xyz;
|
|
/*
|
|
R6f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
|
|
R7f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
|
|
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
|
R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
|
|
*/
|
|
// 0
|
|
PV0f.x = R2f.z + R3f.z;
|
|
PV0f.y = R2f.y + R3f.y;
|
|
PV0f.z = R2f.x + R3f.x;
|
|
PV0f.w = R2f.w + R3f.w;
|
|
// 1
|
|
PV1f.x = PV0f.x + R4f.z;
|
|
PV1f.y = PV0f.y + R4f.y;
|
|
PV1f.z = PV0f.z + R4f.x;
|
|
PV1f.w = PV0f.w + R4f.w;
|
|
R127f.x = R6f.x + R7f.x;
|
|
PS1f = R127f.x;
|
|
// 2
|
|
PV0f.x = PV1f.x + R5f.z;
|
|
PV0f.y = PV1f.y + R5f.y;
|
|
PV0f.z = PV1f.z + R5f.x;
|
|
PV0f.w = PV1f.w + R5f.w;
|
|
R127f.w = R6f.y + R7f.y;
|
|
PS0f = R127f.w;
|
|
// 3
|
|
PV1f.x = PV0f.x * intBitsToFloat(uf_remappedPS[2].z);
|
|
PV1f.y = PV0f.y * intBitsToFloat(uf_remappedPS[2].z);
|
|
PV1f.z = PV0f.z * intBitsToFloat(uf_remappedPS[2].z);
|
|
PV1f.w = PV0f.w * intBitsToFloat(uf_remappedPS[2].z);
|
|
R127f.z = R6f.z + R7f.z;
|
|
PS1f = R127f.z;
|
|
// 4
|
|
PV0f.x = max(PV1f.x, 0.0);
|
|
PV0f.y = max(PV1f.y, 0.0);
|
|
PV0f.z = max(PV1f.z, 0.0);
|
|
PV0f.w = max(PV1f.w, 0.0);
|
|
R126f.y = R6f.w + R7f.w;
|
|
PS0f = R126f.y;
|
|
// 5
|
|
R6f.x = min(PV0f.x, 4.0);
|
|
PV1f.x = R6f.x;
|
|
R125f.y = min(PV0f.y, 4.0);
|
|
PV1f.y = R125f.y;
|
|
R126f.z = min(PV0f.z, 4.0);
|
|
PV1f.z = R126f.z;
|
|
R125f.w = min(PV0f.w, 4.0);
|
|
R124f.x = R127f.x + R0f.x;
|
|
PS1f = R124f.x;
|
|
// 6
|
|
PV0f.x = PV1f.z + -(intBitsToFloat(uf_remappedPS[2].x));
|
|
PV0f.y = PV1f.y + -(intBitsToFloat(uf_remappedPS[3].x));
|
|
PV0f.z = PV1f.z + -(intBitsToFloat(uf_remappedPS[3].x));
|
|
PV0f.w = PV1f.x + -(intBitsToFloat(uf_remappedPS[3].x));
|
|
R127f.y = PV1f.y + -(intBitsToFloat(uf_remappedPS[2].x));
|
|
PS0f = R127f.y;
|
|
// 7
|
|
R127f.x = R6f.x + -(intBitsToFloat(uf_remappedPS[2].x));
|
|
PV1f.y = max(PV0f.z, 0.0);
|
|
PV1f.z = max(PV0f.y, 0.0);
|
|
PV1f.w = max(PV0f.w, 0.0);
|
|
R126f.x = max(PV0f.x, 0.0);
|
|
PS1f = R126f.x;
|
|
// 8
|
|
backupReg0f = R127f.y;
|
|
R125f.x = dot(vec4(intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].y),-0.0),vec4(PV1f.y,PV1f.z,PV1f.w,0.0));
|
|
PV0f.x = R125f.x;
|
|
PV0f.y = R125f.x;
|
|
PV0f.z = R125f.x;
|
|
PV0f.w = R125f.x;
|
|
R127f.y = max(backupReg0f, 0.0);
|
|
PS0f = R127f.y;
|
|
// 9
|
|
backupReg0f = R126f.y;
|
|
backupReg1f = R127f.x;
|
|
backupReg2f = R127f.w;
|
|
R127f.x = R127f.z + R0f.z;
|
|
R126f.y = backupReg0f + R0f.w;
|
|
PV1f.z = max(backupReg1f, 0.0);
|
|
R127f.w = backupReg2f + R0f.y;
|
|
R126f.w = R126f.z * PV0f.x;
|
|
PS1f = R126f.w;
|
|
// 10
|
|
tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].y),-0.0),vec4(R126f.x,R127f.y,PV1f.z,0.0));
|
|
PV0f.x = tempf.x;
|
|
PV0f.y = tempf.x;
|
|
PV0f.z = tempf.x;
|
|
PV0f.w = tempf.x;
|
|
R124f.w = tempf.x;
|
|
R127f.z = R125f.y * R125f.x;
|
|
PS0f = R127f.z;
|
|
// 11
|
|
PV1f.x = R125f.w * R125f.x;
|
|
PV1f.y = R6f.x * R125f.x;
|
|
R125f.z = R127f.w + R1f.y;
|
|
R127f.w = R127f.x + R1f.z;
|
|
R0f.w = R126f.y + R1f.w;
|
|
PS1f = R0f.w;
|
|
// 12
|
|
backupReg0f = R124f.x;
|
|
R124f.x = (R125f.y * R124f.w + R127f.z);
|
|
R125f.y = (R6f.x * R124f.w + PV1f.y);
|
|
PV0f.z = backupReg0f + R1f.x;
|
|
R123f.w = (R126f.z * R124f.w + R126f.w);
|
|
PV0f.w = R123f.w;
|
|
R127f.x = (R125f.w * R124f.w + PV1f.x);
|
|
PS0f = R127f.x;
|
|
// 13
|
|
R125f.x = R127f.w * intBitsToFloat(uf_remappedPS[3].z);
|
|
R126f.y = R125f.z * intBitsToFloat(uf_remappedPS[3].z);
|
|
PV1f.z = PV0f.z * intBitsToFloat(uf_remappedPS[3].z);
|
|
R127f.w = R0f.w * intBitsToFloat(uf_remappedPS[3].z);
|
|
PS1f = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].w));
|
|
// 14
|
|
PV0f.x = min(R127f.x, intBitsToFloat(uf_remappedPS[2].w));
|
|
PV0f.y = min(R125f.y, intBitsToFloat(uf_remappedPS[2].w));
|
|
PV0f.z = min(R124f.x, intBitsToFloat(uf_remappedPS[2].w));
|
|
R0f.x = max(PV1f.z, PS1f);
|
|
PS0f = R0f.x;
|
|
// 15
|
|
R0f.y = max(R126f.y, PV0f.z);
|
|
R0f.z = max(R125f.x, PV0f.y);
|
|
R0f.w = max(R127f.w, PV0f.x);
|
|
// export
|
|
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*0.33; //.25 4k
|
|
}
|