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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.
142 lines
4.7 KiB
Plaintext
142 lines
4.7 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 294904d1771460cf
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// Used for: Blur
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const float resScale = (float($width)/float($gameWidth));
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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 ivec4 uf_remappedPS[1];
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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[1];
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uniform vec2 uf_fragCoordScale;
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#endif
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// uf_fragCoordScale was moved to the ufBlock
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem128;
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layout(location = 0) out vec4 passPixelColor0;
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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 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 = passParameterSem128;
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R4f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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// 0
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R127f.x = intBitsToFloat(uf_remappedPS[0].x) * (intBitsToFloat(0x404ec4ec)/2);
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PV0f.x = R127f.x;
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PV0f.y = intBitsToFloat(uf_remappedPS[0].x) * (intBitsToFloat(0x3fb13b14)/2);
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R127f.z = 0.0;
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PV0f.z = R127f.z;
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// 1
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R1f.x = PV0f.z + R0f.x;
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PV1f.y = PV0f.x;
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PV1f.z = -(PV0f.y);
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PV1f.w = PV0f.y;
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R2f.x = PV0f.z + R0f.x;
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PS1f = R2f.x;
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// 2
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R3f.x = R127f.z + R0f.x;
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R1f.y = PV1f.w + R0f.y;
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R2f.z = PV1f.z + R0f.y;
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R3f.w = PV1f.y + R0f.y;
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PS0f = -(R127f.x);
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// 3
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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R0f.x = R127f.z + backupReg0f;
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R0f.y = PS0f + backupReg1f;
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R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw);
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R3f.xyzw = (texture(textureUnitPS0, R3f.xw).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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// 0
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PV0f.x = R1f.z * intBitsToFloat(0x3ea1e718);
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PV0f.y = R1f.y * intBitsToFloat(0x3ea1e718);
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PV0f.z = R1f.x * intBitsToFloat(0x3ea1e718);
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PV0f.w = R1f.w * intBitsToFloat(0x3ea1e718);
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// 1
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R123f.x = (R4f.z * intBitsToFloat(0x3e6879c6) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (R4f.y * intBitsToFloat(0x3e6879c6) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (R4f.x * intBitsToFloat(0x3e6879c6) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (R4f.w * intBitsToFloat(0x3e6879c6) + PV0f.w);
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PV1f.w = R123f.w;
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// 2
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R123f.x = (R2f.w * intBitsToFloat(0x3ea1e718) + PV1f.w);
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PV0f.x = R123f.x;
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R123f.y = (R2f.z * intBitsToFloat(0x3ea1e718) + PV1f.x);
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PV0f.y = R123f.y;
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R123f.z = (R2f.y * intBitsToFloat(0x3ea1e718) + PV1f.y);
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PV0f.z = R123f.z;
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R123f.w = (R2f.x * intBitsToFloat(0x3ea1e718) + PV1f.z);
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PV0f.w = R123f.w;
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// 3
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R123f.x = (R3f.z * intBitsToFloat(0x3d8fe9dc) + PV0f.y);
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PV1f.x = R123f.x;
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R123f.y = (R3f.y * intBitsToFloat(0x3d8fe9dc) + PV0f.z);
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PV1f.y = R123f.y;
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R123f.z = (R3f.x * intBitsToFloat(0x3d8fe9dc) + PV0f.w);
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PV1f.z = R123f.z;
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R123f.w = (R3f.w * intBitsToFloat(0x3d8fe9dc) + PV0f.x);
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PV1f.w = R123f.w;
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// 4
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg2f = R0f.z;
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backupReg3f = R0f.w;
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R0f.x = (backupReg0f * intBitsToFloat(0x3d8fe9dc) + PV1f.z);
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R0f.y = (backupReg1f * intBitsToFloat(0x3d8fe9dc) + PV1f.y);
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R0f.z = (backupReg2f * intBitsToFloat(0x3d8fe9dc) + PV1f.x);
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R0f.w = (backupReg3f * intBitsToFloat(0x3d8fe9dc) + PV1f.w);
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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