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https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-23 01:59:18 +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
110 lines
4.1 KiB
Plaintext
110 lines
4.1 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : 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 b4a729584b6188ea
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// Used for: Restoring the native BotW Anti-Aliasing implementation for distant trees
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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#ifdef VULKAN
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layout(set = 1, binding = 3) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[3];
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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[3];
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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 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1
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TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1
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layout(location = 0) in vec4 passParameterSem0;
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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 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 = passParameterSem0;
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R2f.w = (texture(textureUnitPS1, R0f.xy).x);
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R1f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw);
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// 0
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PV0f.x = -(R2f.w) + R1f.y;
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PV0f.y = -(R2f.w) + R1f.x;
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PV0f.z = -(R2f.w) + R1f.w;
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PV0f.w = -(R2f.w) + R1f.z;
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PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x);
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// 1
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PV1f.x = max(PV0f.x, -(PV0f.x));
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PV1f.y = max(PV0f.y, -(PV0f.y));
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PV1f.z = max(PV0f.z, -(PV0f.z));
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PV1f.w = max(PV0f.w, -(PV0f.w));
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PS1f = 1.0 / PS0f;
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// 2
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PV0f.x = PV1f.y + -(PV1f.w);
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PV0f.y = -(PV1f.x) + PV1f.z;
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R127f.z = intBitsToFloat(uf_remappedPS[1].w) * PS1f;
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R127f.w = fract(R0f.z);
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R127f.y = fract(R0f.w);
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PS0f = R127f.y;
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// 3
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PV1f.z = PV0f.y + -(PV0f.x);
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PV1f.w = PV0f.y + PV0f.x;
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// 4
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R123f.x = (mul_nonIEEE(R127f.z,PV1f.z) + R127f.y);
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R123f.x = clamp(R123f.x, 0.0, 1.0);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R127f.z,PV1f.w) + R127f.w);
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R123f.y = clamp(R123f.y, 0.0, 1.0);
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PV0f.y = R123f.y;
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// 5
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PV1f.z = -(R127f.y) + PV0f.x;
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PV1f.w = -(R127f.w) + PV0f.y;
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// 6
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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R0f.x = (mul_nonIEEE(PV1f.w,intBitsToFloat(uf_remappedPS[2].z) / resXScale) + backupReg0f);
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R0f.y = (mul_nonIEEE(PV1f.z,intBitsToFloat(uf_remappedPS[2].w) / resYScale) + backupReg1f);
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R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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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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