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
88 lines
3.2 KiB
Plaintext
88 lines
3.2 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors.
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// shader 5f422bf63e25be7f // Bleach pass cutscene
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const float bleach = $bleach;
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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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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x24dfb000 res 960x540x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1
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layout(location = 0) in vec4 passParameterSem1;
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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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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 = passParameterSem1;
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R0f.w = (texture(textureUnitPS0, R0f.xy).x);
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// 0
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PV0f.x = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000);
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PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000);
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PV0f.w = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000);
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R1f.w = intBitsToFloat(uf_remappedPS[0].w);
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R1f.w = clamp(R1f.w, 0.0, 1.0);
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PS0f = R1f.w;
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// 1
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PV1f.x = fract(PV0f.w);
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PV1f.y = fract(PV0f.x);
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PV1f.w = fract(PV0f.z);
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// 2
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PV0f.x = PV1f.w * intBitsToFloat(0x3f808081);
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PV0f.y = PV1f.x * intBitsToFloat(0x3f808081);
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PV0f.z = PV1f.y * intBitsToFloat(0x3f808081);
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// 3
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R1f.x = mul_nonIEEE(R0f.w, PV0f.z);
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R1f.x = clamp(R1f.x, 0.0, 1.0);
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R1f.y = mul_nonIEEE(R0f.w, PV0f.y);
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R1f.y = clamp(R1f.y, 0.0, 1.0);
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R1f.z = mul_nonIEEE(R0f.w, PV0f.x);
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R1f.z = clamp(R1f.z, 0.0, 1.0);
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// export
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passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w) * bleach;
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}
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