mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-24 18:46:54 +01:00
3d492aa656
Should fix the native anti-aliasing preset most importantly, but since I ported all of the packs now the script "watermark" is at least a proper sentence, heh. Also, I fixed the porting scripts. Basically, there were a bug in the verification script that wouldn't check if the uf_* variables matched and the conversion script also had a fun bug where it wasn't automatically fixing an incorrect order of the uf_* variables. So that basically made both of them slip through. Both are now fixed however. Don't know if it's needed to check the previously ported graphic packs to see if the error affected those, but it might not hurt.
190 lines
6.8 KiB
Plaintext
190 lines
6.8 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 shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader de960d36a997b34d
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// Divine Laser Beams Customizer - beams
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// Credit for hsv functions below
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// http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
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#define RAINBOW_EFFECT $rainbow // [0 or 1] set it to 1 to enable rainbow beams effect. in that case, HUE_ROTATION is ignored
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#define DISABLE_BEAMS $disableBeams // [0 or 1] set it to 1 to hide the lasers completely
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#define HUE_ROTATION $hue //[0, 360] where 0 and 360 is unchanged Hue and 180 is completely opposite Hue. Check http://i.imgur.com/5UpyIGh.png
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#define SATURATION_FACTOR 1.0 //[0.0, 1.0] 1.0 means unchanged Saturation, 0.0 means completely desaturated. Values above 1.0 are accepted, but they may cause clipping
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#define VALUE_FACTOR 1.0 //same as above; applies to Value
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#define ALPHA_FACTOR 1.0 //same as above; applies to Transparency
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const float hueRotation = HUE_ROTATION / 360.0;
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#ifdef VULKAN
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layout(set = 1, binding = 3) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[3];
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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 ivec4 uf_remappedPS[3];
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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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// uf_alphaTestRef was moved to the ufBlock
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
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TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 2) in vec4 passParameterSem3;
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layout(location = 3) in vec4 passParameterSem4;
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layout(location = 4) in vec4 passParameterSem5;
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layout(location = 5) in vec4 passParameterSem8;
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layout(location = 6) in vec4 passParameterSem12;
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layout(location = 7) in vec4 passParameterSem14;
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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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vec3 rgb2hsv(vec3 c) {
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main()
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{
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#if (DISABLE_BEAMS == 1) && (RAINBOW_EFFECT == 0)
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discard;
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#endif
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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 R7f = 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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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 = passParameterSem0;
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R1f = passParameterSem1;
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R2f = passParameterSem3;
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R3f = passParameterSem4;
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R4f = passParameterSem5;
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R5f = passParameterSem8;
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R6f = passParameterSem12;
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R7f = passParameterSem14;
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R1f.w = (texture(textureUnitPS0, R5f.xy).x);
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// 0
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backupReg0f = R4f.y;
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R127f.x = 1.0;
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R4f.y = R5f.w + 0.0;
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R3f.z = -(R3f.y) + backupReg0f;
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R123f.w = (R1f.w * 2.0 + -(1.0));
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PV0f.w = R123f.w;
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PS0f = 1.0 / R2f.w;
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// 1
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backupReg0f = R5f.z;
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R5f.x = mul_nonIEEE(R2f.x, PS0f);
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R5f.y = mul_nonIEEE(R2f.y, PS0f);
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R5f.z = R0f.x + -(R1f.x);
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R5f.w = R0f.y + -(R1f.y);
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R4f.x = (PV0f.w * intBitsToFloat(0x3dcccccd) + backupReg0f);
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PS1f = R4f.x;
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// 2
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backupReg0f = R6f.y;
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tempf.x = dot(vec4(R6f.x,backupReg0f,R6f.z,R127f.x),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),intBitsToFloat(uf_remappedPS[0].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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R6f.y = tempf.x;
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R6f.x = 1.0 / R2f.w;
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PS0f = R6f.x;
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R5f.x = (texture(textureUnitPS4, R5f.xy).x);
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R4f.xyzw = (texture(textureUnitPS1, R4f.xy).xyzw);
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// 0
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R127f.x = mul_nonIEEE(R0f.w, R4f.w);
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R127f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R5f.x) + intBitsToFloat(uf_remappedPS[1].x));
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PV0f.z = -(R3f.y) + -(R6f.y);
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PV0f.w = R2f.z * R6f.x;
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PS0f = 1.0 / R3f.z;
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// 1
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PV1f.x = mul_nonIEEE(PV0f.z, PS0f);
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PV1f.x = clamp(PV1f.x, 0.0, 1.0);
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R123f.y = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[1].w)) + -(intBitsToFloat(uf_remappedPS[1].y)));
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PV1f.y = R123f.y;
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R127f.w = R0f.z + -(R1f.z);
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R0f.x = (mul_nonIEEE(R5f.z,R4f.x) + R1f.x);
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PS1f = R0f.x;
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// 2
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R0f.y = (mul_nonIEEE(R5f.w,R4f.y) + R1f.y);
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R127f.z = mul_nonIEEE(R127f.x, PV1f.x);
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R127f.z = clamp(R127f.z, 0.0, 1.0);
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PS0f = 1.0 / PV1f.y;
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// 3
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R0f.z = (mul_nonIEEE(R127f.w,R4f.z) + R1f.z);
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PV1f.w = -(intBitsToFloat(uf_remappedPS[1].z)) * PS0f;
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R127f.w = 1.0 / intBitsToFloat(uf_remappedPS[2].y);
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PS1f = R127f.w;
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// 4
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PV0f.x = -(PV1f.w) + R127f.y;
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// 5
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PV1f.z = PV0f.x * R127f.w;
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PV1f.z = clamp(PV1f.z, 0.0, 1.0);
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// 6
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PV0f.y = mul_nonIEEE(R127f.z, PV1f.z);
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// 7
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PV1f.x = mul_nonIEEE(R3f.x, PV0f.y);
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// 8
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R0f.w = mul_nonIEEE(R7f.w, PV1f.x);
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// export
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if( ((vec4(R0f.x, R0f.y, R0f.z, R0f.w)).a > uf_alphaTestRef) == false) discard;
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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vec3 colhsv = rgb2hsv(passPixelColor0.rgb);
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#if (RAINBOW_EFFECT == 1)
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passPixelColor0.rgb = hsv2rgb(vec3(mod(colhsv.x + 3.0*R5f.y, 1.0), colhsv.y*SATURATION_FACTOR, colhsv.z*VALUE_FACTOR));
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#else
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passPixelColor0.rgb = hsv2rgb(vec3(mod(colhsv.x + hueRotation, 1.0), colhsv.y*SATURATION_FACTOR, colhsv.z*VALUE_FACTOR));
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#endif
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passPixelColor0.a *= ALPHA_FACTOR;
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}
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