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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.
193 lines
7.0 KiB
Plaintext
193 lines
7.0 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 e5870717602e2f55 //layer blur
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const float resScale = float($height)/float($gameHeight);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[8];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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};
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#else
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uniform ivec4 uf_remappedVS[8];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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#endif
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// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem5;
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ATTR_LAYOUT(0, 2) in uvec4 attrDataSem16;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 1) out vec4 passParameterSem134;
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layout(location = 2) out vec4 passParameterSem135;
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layout(location = 3) out vec4 passParameterSem136;
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layout(location = 0) out vec4 passParameterSem133;
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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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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder = attrDataSem0;
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attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
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attrDecoder = attrDataSem5;
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attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
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R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
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attrDecoder = attrDataSem16;
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attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
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// 0
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R126f.x = 1.0;
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R126f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x), intBitsToFloat(uf_remappedVS[1].x))/resScale;
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R0f.z = 0.0;
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R127f.w = 1.0;
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PV0f.w = R127f.w;
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R0f.w = 1.0;
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PS0f = R0f.w;
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// 1
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R127f.x = dot(vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)),vec4(R2f.x,R2f.y,R2f.z,PV0f.w));
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PV1f.x = R127f.x;
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PV1f.y = R127f.x;
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PV1f.z = R127f.x;
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PV1f.w = R127f.x;
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R6f.x = R3f.x;
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PS1f = R6f.x;
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// 2
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tempf.x = dot(vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)),vec4(R2f.x,R2f.y,R2f.z,R127f.w));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R127f.y = tempf.x;
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R6f.y = R3f.y;
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PS0f = R6f.y;
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// 3
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tempf.x = dot(vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)),vec4(R2f.x,R2f.y,R2f.z,R127f.w));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R127f.z = tempf.x;
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// 4
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R0f.x = dot(vec4(R127f.x,R127f.y,PV1f.x,R126f.x),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
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PV0f.x = R0f.x;
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PV0f.y = R0f.x;
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PV0f.z = R0f.x;
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PV0f.w = R0f.x;
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// 5
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tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.x),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R0f.y = tempf.x;
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// 6
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PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y), intBitsToFloat(uf_remappedVS[1].y))/resScale;
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// 7
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R127f.x = mul_nonIEEE(R126f.y, intBitsToFloat(uf_remappedVS[1].z));
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PV1f.x = R127f.x;
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R2f.y = mul_nonIEEE(R1f.y, intBitsToFloat(uf_remappedVS[7].y));
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R127f.z = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedVS[1].z));
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PV1f.z = R127f.z;
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R2f.x = mul_nonIEEE(R1f.x, intBitsToFloat(uf_remappedVS[7].x));
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PS1f = R2f.x;
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// 8
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PV0f.x = R3f.y + PV1f.z;
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R126f.y = R3f.x + PV1f.x;
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R126f.z = PV1f.z * intBitsToFloat(0x40400000);
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PV0f.z = R126f.z;
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R127f.w = PV1f.x * intBitsToFloat(0x40400000);
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PV0f.w = R127f.w;
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R126f.w = (PV1f.x * 2.0 + R3f.x);
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PS0f = R126f.w;
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// 9
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R126f.x = R3f.y + PV0f.z;
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R127f.y = R3f.x + PV0f.w;
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R123f.z = (R127f.z * 2.0 + R3f.y);
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PV1f.z = R123f.z;
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R4f.w = PV0f.x;
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R4f.x = R3f.x + -(R127f.x);
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PS1f = R4f.x;
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// 10
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R5f.x = (-(R127f.x) * 2.0 + R3f.x);
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R4f.y = R3f.y + -(R127f.z);
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R4f.z = R126f.y;
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R5f.w = PV1f.z;
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R5f.y = (-(R127f.z) * 2.0 + R3f.y);
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PS0f = R5f.y;
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// 11
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backupReg0f = R3f.x;
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backupReg1f = R3f.y;
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R3f.x = backupReg0f + -(R127f.w);
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R3f.y = backupReg1f + -(R126f.z);
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R5f.z = R126f.w;
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R3f.w = R126f.x;
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R3f.z = R127f.y;
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PS1f = R3f.z;
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// 12
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R2f.z = mul_nonIEEE(R1f.z, intBitsToFloat(uf_remappedVS[7].z));
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R2f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[7].w));
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// export
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SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w));
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// export
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// skipped export to semanticId 255
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// export
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passParameterSem134 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
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// export
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passParameterSem135 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
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// export
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passParameterSem136 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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// export
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passParameterSem133 = vec4(R6f.x, R6f.y, R6f.z, R6f.z);
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// 0
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}
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