mirror of
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
53 lines
2.1 KiB
Plaintext
53 lines
2.1 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 cb0e6e8cbec4502a
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// Used for: 1 pass Battle, Camera and Scope Depth of Field Blur
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem3;
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layout(location = 0) out vec4 passPixelColor0;
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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 vec4 uf_fragCoordScale;
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};
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#else
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uniform vec2 uf_fragCoordScale;
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#endif
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int radius = int( roundEven(2.0/uf_fragCoordScale.y) );
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vec2 resolution = vec2( textureSize(textureUnitPS0,0) );
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void main() {
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vec2 center = ( passParameterSem3.xy + passParameterSem3.zw ) / 2.0 ;
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vec3 result = vec3(0.0);
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float count = 0.0;
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for ( int x = 1-radius; x <= radius-1; x+=2 ) {
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for ( int y = 1-radius; y <= radius-1; y+=2 ) {
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if ( length(vec2(x, y)) <= radius ) {
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result += texture( textureUnitPS0, center + vec2(x, y)/resolution ).xyz ;
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count += 1.0;
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}
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}
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}
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passPixelColor0 = vec4( result / count, 0.0 );
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} |