cemu_graphic_packs/Enhancements/WindWakerHD_Contrasty/960d3ef6662043c7_0000000000000079_ps.txt
Crementif 306da0b802
Update every graphic pack to V4
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
2019-11-29 04:36:05 +01:00

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#version 420
#extension GL_ARB_texture_gather : 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 960d3ef6662043c7//bloom blend
const float skyboxRed = float($skyboxRed);
const float skyboxGreen = float($skyboxGreen);
const float skyboxBlue = float($skyboxBlue);
const float skyboxMix = float($skyboxMix);
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4000800 res 480x270x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform vec4 uf_fragCoordScale;
};
#else
uniform vec2 uf_fragCoordScale;
#endif
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 = (texture(textureUnitPS0, R0f.xy).xyz);
// 0
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
R0f.xyz = vec3(backupReg0f,backupReg1f,backupReg2f);
// export
//passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z*1.1, R0f.w)*0.75;
passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen, R0f.z*skyboxBlue*1.1, R0f.w)*skyboxMix*0.75;
}