mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-25 02:56:53 +01:00
3d492aa656
Should fix the native anti-aliasing preset most importantly, but since I ported all of the packs now the script "watermark" is at least a proper sentence, heh. Also, I fixed the porting scripts. Basically, there were a bug in the verification script that wouldn't check if the uf_* variables matched and the conversion script also had a fun bug where it wasn't automatically fixing an incorrect order of the uf_* variables. So that basically made both of them slip through. Both are now fixed however. Don't know if it's needed to check the previously ported graphic packs to see if the error affected those, but it might not hurt.
197 lines
8.1 KiB
Plaintext
197 lines
8.1 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 shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader bb50d2ee4fa87bc2
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// Used for: Horizontal+Vertical Combat Targeting 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 = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[5];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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};
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#else
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uniform ivec4 uf_remappedVS[5];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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#endif
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// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
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TEXTURE_LAYOUT(32, 0, 0) uniform sampler2D textureUnitVS0;
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
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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 = 1) out vec4 passParameterSem2;
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layout(location = 0) out vec4 passParameterSem0;
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layout(location = 2) out vec4 passParameterSem6;
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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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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R125i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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uvec4 attrDecoder;
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(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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R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
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attrDecoder.xyzw = attrDataSem0.xyzw;
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attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
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attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
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R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
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attrDecoder.x = attrDataSem1.x;
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attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
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attrDecoder.y = 0;
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
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if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
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if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
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if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
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attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
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attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
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attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
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attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
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R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
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// 0
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backupReg0i = R0i.x;
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PV0i.x = 0x3f800000;
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PV0i.y = 0x40400000;
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PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
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R127i.w = 0x3f800000;
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R127i.x = 0xbf800000;
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PS0i = R127i.x;
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// 1
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PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
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R0i.y = 0;
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R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
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PV1i.z = R123i.z;
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R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
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PV1i.w = R123i.w;
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R2i.w = 0x3f800000;
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PS1i = R2i.w;
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// 2
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R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
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PV0i.x = R2i.x;
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R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
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PV0i.y = R2i.y;
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R2i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
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R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
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R0i.w = 0x3d2aaaab;
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R1i.x = 0x3e000000;
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PS0i = R1i.x;
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// 3
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R3i.x = uf_remappedVS[1].z;
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R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
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R1i.y = 0;
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R1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
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R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
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R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
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R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
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PS1i = R4i.x;
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R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
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R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
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// export
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SET_POSITION(vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)));
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// export
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passParameterSem2 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
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// 0
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R127i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
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R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
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PV0i.y = R4i.y;
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PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
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PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
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PV0i.w = R2i.x;
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PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
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R126i.x = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
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PS0i = R126i.x;
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// 1
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R125i.x = uf_remappedVS[3].y;
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R125i.x = floatBitsToInt(intBitsToFloat(R125i.x) * 2.0);
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R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
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R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
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PV1i.y = R126i.y;
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R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
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PV1i.z = R123i.z;
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PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
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R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
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PS1i = R127i.z;
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// 2
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PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
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PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R127i.x));
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R126i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w) / resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
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R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z) / resXScale * 2.0 + intBitsToFloat(R4i.x)));
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PV0i.w = R123i.w;
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R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.w)));
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PS0i = R127i.y;
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// 3
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backupReg0i = R127i.x;
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R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R127i.z)));
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R123i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z) / resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
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PV1i.y = R123i.y;
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R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
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R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(backupReg0i));
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R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.x)));
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PS1i = R125i.z;
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// 4
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R3i.x = PV1i.y;
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PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R126i.x));
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R3i.w = R126i.z;
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R4i.z = R127i.y;
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PS0i = R4i.z;
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// 5
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R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
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R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z)));
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R1i.z = R127i.z;
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R4i.w = R127i.x;
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R1i.w = R125i.z;
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PS1i = R1i.w;
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// export
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passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
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// export
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// skipped export to semanticId 255
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// export
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passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
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}
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