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https://github.com/cemu-project/cemu_graphic_packs.git
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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
180 lines
6.5 KiB
Plaintext
180 lines
6.5 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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#extension GL_ARB_shading_language_packing : 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 7a641a67c4009f7f //Blur
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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 = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[8];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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};
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#else
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uniform ivec4 uf_remappedVS[8];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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#endif
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem5;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem128;
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layout(location = 1) out vec4 passParameterSem129;
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layout(location = 2) out vec4 passParameterSem130;
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layout(location = 3) out vec4 passParameterSem131;
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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 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R7f = vec4(0.0);
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vec4 R8f = vec4(0.0);
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vec4 R9f = vec4(0.0);
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vec4 R10f = vec4(0.0);
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vec4 R125f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xy = attrDataSem0.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem5.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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R127f.xyz = vec3(R2f.y,R2f.x,R2f.y) + vec3(-(intBitsToFloat(uf_remappedVS[0].y)/resYScale),-(intBitsToFloat(uf_remappedVS[0].x)/resXScale),-(intBitsToFloat(uf_remappedVS[1].y)/resYScale));
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PV0f.w = R2f.x + -(intBitsToFloat(uf_remappedVS[1].x)/resXScale);
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R0f.x = R2f.x + intBitsToFloat(uf_remappedVS[1].x)/resXScale;
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PS0f = R0f.x;
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// 1
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R126f.xyz = vec3(R2f.y,R2f.x,R2f.y) + vec3(-(intBitsToFloat(uf_remappedVS[2].y)/resYScale),-(intBitsToFloat(uf_remappedVS[2].x)/resXScale),-(intBitsToFloat(uf_remappedVS[3].y)/resYScale));
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R127f.w = R2f.x + -(intBitsToFloat(uf_remappedVS[3].x)/resXScale);
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R0f.z = PV0f.w;
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PS1f = R0f.z;
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// 2
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backupReg0f = R127f.z;
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R125f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[4].y)/resXScale);
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R125f.y = R2f.x + -(intBitsToFloat(uf_remappedVS[4].x)/resYScale);
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R127f.z = R2f.y + -(intBitsToFloat(uf_remappedVS[5].y)/resXScale);
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R126f.w = R2f.x + -(intBitsToFloat(uf_remappedVS[5].x)/resYScale);
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R0f.w = backupReg0f;
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PS0f = R0f.w;
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// 3
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R9f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[6].y)/resXScale);
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R9f.y = R2f.x + -(intBitsToFloat(uf_remappedVS[6].x)/resYScale);
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R125f.z = R2f.y + -(intBitsToFloat(uf_remappedVS[7].y)/resXScale);
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R125f.w = R2f.x + -(intBitsToFloat(uf_remappedVS[7].x)/resYScale);
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R3f.z = R127f.y;
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PS1f = R3f.z;
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// 4
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R3f.x = R2f.x + intBitsToFloat(uf_remappedVS[0].x)/resXScale;
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R0f.y = R2f.y + intBitsToFloat(uf_remappedVS[1].y)/resYScale;
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R4f.z = R127f.w;
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R3f.w = R127f.x;
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R3f.y = R2f.y + intBitsToFloat(uf_remappedVS[0].y)/resYScale;
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PS0f = R3f.y;
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// 5
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R4f.x = R2f.x + intBitsToFloat(uf_remappedVS[3].x)/resXScale;
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R4f.y = R2f.y + intBitsToFloat(uf_remappedVS[3].y)/resYScale;
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R5f.z = R126f.y;
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R4f.w = R126f.z;
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R5f.x = R2f.x + intBitsToFloat(uf_remappedVS[2].x)/resXScale;
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PS1f = R5f.x;
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// 6
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R6f.x = R2f.x + intBitsToFloat(uf_remappedVS[5].x)/resXScale;
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R5f.y = R2f.y + intBitsToFloat(uf_remappedVS[2].y)/resYScale;
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R6f.z = R126f.w;
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R5f.w = R126f.x;
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R6f.y = R2f.y + intBitsToFloat(uf_remappedVS[5].y)/resYScale;
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PS0f = R6f.y;
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// 7
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R7f.x = R2f.x + intBitsToFloat(uf_remappedVS[4].x)/resXScale;
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R7f.y = R2f.y + intBitsToFloat(uf_remappedVS[4].y)/resYScale;
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R7f.z = R125f.y;
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R6f.w = R127f.z;
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R7f.w = R125f.x;
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PS1f = R7f.w;
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// 8
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R8f.x = R2f.x + intBitsToFloat(uf_remappedVS[7].x)/resXScale;
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R8f.y = R2f.y + intBitsToFloat(uf_remappedVS[7].y)/resYScale;
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R8f.z = R125f.w;
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R8f.w = R125f.z;
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R10f.x = R2f.x + intBitsToFloat(uf_remappedVS[6].x)/resXScale;
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PS0f = R10f.x;
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// export
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SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
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// export
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passParameterSem128 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem129 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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// export
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passParameterSem130 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
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// export
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passParameterSem131 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
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// export
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// skipped export to semanticId 255
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// export
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// skipped export to semanticId 255
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// export
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// skipped export to semanticId 255
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// 0
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R10f.y = R2f.y + intBitsToFloat(uf_remappedVS[6].y)/resYScale; //?
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R10f.z = R9f.y;
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R10f.w = R9f.x;
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// export
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// skipped export to semanticId 255
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// 0
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}
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