mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-22 09:39:17 +01:00
48e6bd276d
Requested (?) by https://github.com/slashiee/cemu_graphic_packs/issues/436 Also improves the naming of the character swap mod since it can be used in any mode, not just adventure mode. This might've been done because it can cause problems in some missions.
94 lines
3.1 KiB
Plaintext
94 lines
3.1 KiB
Plaintext
#version 430
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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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// shader d50af77827baa4cf
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// Used for: Changing the brightness of the game's rendering
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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#ifdef VULKAN
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layout(set = 1, binding = 2) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[1];
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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[1];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;
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TEXTURE_LAYOUT(3, 1, 1) uniform sampler2D textureUnitPS3;
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layout(location = 0) in vec4 passParameterSem128;
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layout(location = 0) out vec4 passPixelColor0;
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// end of shader inputs/outputs
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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 = passParameterSem128;
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R1f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw);
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R0f.xyz = (texture(textureUnitPS3, R0f.xy).xyz);
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// 0
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R127f.z = mul_nonIEEE(R1f.w, R1f.w);
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PV0f.z = R127f.z;
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R123f.w = (-(R1f.w) * 4.0 + 1.0);
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R123f.w = clamp(R123f.w, 0.0, 1.0);
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PV0f.w = R123f.w;
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R2f.w = 1.0;
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PS0f = R2f.w;
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// 1
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PV1f.x = mul_nonIEEE(R1f.z, PV0f.z);
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PV1f.y = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].x));
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PV1f.z = mul_nonIEEE(R1f.y, PV0f.z);
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PV1f.w = mul_nonIEEE(R1f.x, PV0f.z);
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// 2
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backupReg0f = R0f.x;
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PV0f.x = R127f.z + PV1f.y;
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R127f.y = (mul_nonIEEE(backupReg0f,PV1f.y) + PV1f.w);
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R127f.z = (mul_nonIEEE(R0f.z,PV1f.y) + PV1f.x);
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R127f.w = (mul_nonIEEE(R0f.y,PV1f.y) + PV1f.z);
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// 3
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PV1f.y = PV0f.x + intBitsToFloat(0x3727c5ac);
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// 4
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PS0f = 1.0 / PV1f.y;
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// 5
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R2f.x = mul_nonIEEE(R127f.y, PS0f);
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R2f.y = mul_nonIEEE(R127f.w, PS0f);
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R2f.z = mul_nonIEEE(R127f.z, PS0f);
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// export
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passPixelColor0 = clamp(vec4(R2f.x, R2f.y, R2f.z, R2f.w)*$brightness, 0.0, 1.0);
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}
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