mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-22 09:39:17 +01:00
306da0b802
Since it's not possible to update 300+ shaders manually and automation was possible, I thought that I'd take the honor and create a script that's able to automatically convert all of the shaders to be cross-compatible with Vulkan. And change the graphic pack versions to version 4 of course. Also, the script has some nifty testing code which compiled every shader as OpenGL and Vulkan, but for that see the details that I've written below. **Here's the script that I've made to do all of this. No manual edits were needed:** https://gist.github.com/Crementif/8d98a855b95f219d95298fb3db99deae
82 lines
2.9 KiB
Plaintext
82 lines
2.9 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 so expect weird code and possible errors.
|
|
|
|
// shader 49865bd2e62efda1
|
|
//dark world bloom
|
|
|
|
const float bloom = $bloom;
|
|
#ifdef VULKAN
|
|
layout(set = 1, binding = 1) uniform ufBlock
|
|
{
|
|
uniform ivec4 uf_remappedPS[1];
|
|
uniform vec4 uf_fragCoordScale;
|
|
};
|
|
#else
|
|
uniform ivec4 uf_remappedPS[1];
|
|
uniform vec2 uf_fragCoordScale;
|
|
#endif
|
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf597f000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1
|
|
layout(location = 0) in vec4 passParameterSem0;
|
|
layout(location = 0) out vec4 passPixelColor0;
|
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
void main()
|
|
{
|
|
vec4 R0f = 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.xyz = (textureLod(textureUnitPS0, R0f.xy,0.0).xyz)*bloom;
|
|
// 0
|
|
backupReg0f = R0f.y;
|
|
backupReg1f = R0f.x;
|
|
PV0f.x = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[0].z));
|
|
PV0f.y = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].y));
|
|
PV0f.z = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].x));
|
|
PV0f.w = intBitsToFloat(uf_remappedPS[0].w);
|
|
// 1
|
|
PV1f.x = max(PV0f.w, 0.0);
|
|
PV1f.y = max(PV0f.x, 0.0);
|
|
PV1f.z = max(PV0f.y, 0.0);
|
|
PV1f.w = max(PV0f.z, 0.0);
|
|
// 2
|
|
R0f.x = min(PV1f.w, 1.0);
|
|
R0f.y = min(PV1f.z, 1.0);
|
|
R0f.z = min(PV1f.y, 1.0);
|
|
R0f.w = min(PV1f.x, 1.0);
|
|
// export
|
|
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
|
}
|