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).
166 lines
6.6 KiB
Plaintext
166 lines
6.6 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 shaders was auto-converted from OpenGL to Cemu.
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// shader 9bc5e526132c9534
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// selection fill *dumped*
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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[11];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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uniform float uf_alphaTestRef;
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};
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#else
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uniform ivec4 uf_remappedVS[11];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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uniform float uf_alphaTestRef;
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#endif
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// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
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// uf_alphaTestRef 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 attrDataSem1;
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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 = 0) out vec4 passParameterSem0;
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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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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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 R123f = 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.xyz = attrDataSem1.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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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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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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PV0f.x = intBitsToFloat(uf_remappedVS[0].w) * 1.0;
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PV0f.y = intBitsToFloat(uf_remappedVS[0].z) * 1.0;
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PV0f.z = intBitsToFloat(uf_remappedVS[0].y) * 1.0;
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PV0f.w = intBitsToFloat(uf_remappedVS[0].x) * 1.0;
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// 1
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R123f.x = (R2f.y * intBitsToFloat(uf_remappedVS[1].w) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (R2f.y * intBitsToFloat(uf_remappedVS[1].z) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (R2f.y * intBitsToFloat(uf_remappedVS[1].y) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (R2f.y * intBitsToFloat(uf_remappedVS[1].x) + PV0f.w);
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PV1f.w = R123f.w;
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// 2
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R123f.x = (R2f.x * intBitsToFloat(uf_remappedVS[2].w) + PV1f.x);
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PV0f.x = R123f.x;
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R127f.y = (R2f.x * intBitsToFloat(uf_remappedVS[2].z) + PV1f.y);
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R127f.z = (R2f.x * intBitsToFloat(uf_remappedVS[2].y) + PV1f.z);
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R127f.w = (R2f.x * intBitsToFloat(uf_remappedVS[2].x) + PV1f.w);
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// 3
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PV1f.x = PV0f.x * intBitsToFloat(uf_remappedVS[3].w);
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PV1f.y = PV0f.x * intBitsToFloat(uf_remappedVS[3].z);
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PV1f.z = PV0f.x * intBitsToFloat(uf_remappedVS[3].y);
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PV1f.w = PV0f.x * intBitsToFloat(uf_remappedVS[3].x);
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// 4
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R123f.x = (R127f.y * intBitsToFloat(uf_remappedVS[4].w) + PV1f.x);
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PV0f.x = R123f.x;
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R123f.y = (R127f.y * intBitsToFloat(uf_remappedVS[4].z) + PV1f.y);
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PV0f.y = R123f.y;
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R123f.z = (R127f.y * intBitsToFloat(uf_remappedVS[4].y) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (R127f.y * intBitsToFloat(uf_remappedVS[4].x) + PV1f.w);
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PV0f.w = R123f.w;
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// 5
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R123f.x = (R127f.z * intBitsToFloat(uf_remappedVS[5].w) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (R127f.z * intBitsToFloat(uf_remappedVS[5].z) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (R127f.z * intBitsToFloat(uf_remappedVS[5].y) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (R127f.z * intBitsToFloat(uf_remappedVS[5].x) + PV0f.w);
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PV1f.w = R123f.w;
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// 6
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backupReg0f = R127f.w;
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R123f.x = (R127f.w * intBitsToFloat(uf_remappedVS[6].w) + PV1f.x);
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PV0f.x = R123f.x;
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R127f.y = (R127f.w * intBitsToFloat(uf_remappedVS[6].z) + PV1f.y);
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R127f.z = (R127f.w * intBitsToFloat(uf_remappedVS[6].y) + PV1f.z);
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R127f.w = (backupReg0f * intBitsToFloat(uf_remappedVS[6].x) + PV1f.w);
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// 7
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PV1f.x = PV0f.x * intBitsToFloat(uf_remappedVS[7].w);
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PV1f.y = PV0f.x * intBitsToFloat(uf_remappedVS[7].z);
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PV1f.z = PV0f.x * intBitsToFloat(uf_remappedVS[7].y);
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PV1f.w = PV0f.x * intBitsToFloat(uf_remappedVS[7].x);
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// 8
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R123f.x = (R127f.y * intBitsToFloat(uf_remappedVS[8].w) + PV1f.x);
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PV0f.x = R123f.x;
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R123f.y = (R127f.y * intBitsToFloat(uf_remappedVS[8].z) + PV1f.y);
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PV0f.y = R123f.y;
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R123f.z = (R127f.y * intBitsToFloat(uf_remappedVS[8].y) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (R127f.y * intBitsToFloat(uf_remappedVS[8].x) + PV1f.w);
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PV0f.w = R123f.w;
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// 9
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R123f.x = (R127f.z * intBitsToFloat(uf_remappedVS[9].w) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (R127f.z * intBitsToFloat(uf_remappedVS[9].z) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (R127f.z * intBitsToFloat(uf_remappedVS[9].y) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (R127f.z * intBitsToFloat(uf_remappedVS[9].x) + PV0f.w);
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PV1f.w = R123f.w;
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// 10
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R2f.x = (R127f.w * intBitsToFloat(uf_remappedVS[10].x) + PV1f.w);
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R2f.y = (R127f.w * intBitsToFloat(uf_remappedVS[10].y) + PV1f.z);
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R2f.z = (R127f.w * intBitsToFloat(uf_remappedVS[10].z) + PV1f.y);
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R2f.w = (R127f.w * intBitsToFloat(uf_remappedVS[10].w) + PV1f.x);
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// export
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height)) ;
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// *(origRatio / newRatio)
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SET_POSITION(vec4(R2f.x*(origRatio / newRatio), R2f.y, R2f.z, R2f.w));
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// export
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passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// 0
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}
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