cemu_graphic_packs/Enhancements/ZombiU_ChromaticAberration/949069c3567f349d_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
#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 949069c3567f349d
// color grading / chromatic aberration
#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(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4a8e000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1
layout(location = 0) in vec4 passParameterSem130;
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = 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 = passParameterSem130;
R1f.x = (texture(textureUnitPS1, R0f.xy).x);
// 0
backupReg0f = R1f.x;
R1f.x = backupReg0f;
R1f.x *= 4.0;
PV0f.z = R0f.x + -(0.5);
PV0f.w = R0f.y + -(0.5);
// 1
R0f.x = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[0].x)*$redHz) + 0.5); // red
R0f.y = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[0].x)) + 0.5);
R0f.z = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[0].y)*$blueHz) + 0.5); // blur
R0f.w = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[0].y)) + 0.5);
R0f.y = (texture(textureUnitPS1, R0f.xy).y);
R0f.z = (texture(textureUnitPS1, R0f.zw).z);
// 0
R1f.y = R0f.y;
R1f.y *= 4.0;
R1f.z = R0f.z;
R1f.z *= 4.0;
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
}