cemu_graphic_packs/Resolutions/SuperSmashBros_Resolution/4b92e636153d6b54_0000000000000000_vs.txt
Crementif f3d35c75dc Convert a lot of graphic packs to V4 (#417)
Didn't update the docs (will do that tomorrow), but I manually checked (didn't verify things, but I basically checked if it contained "uf_windowSpaceToClipSpaceTransform" and if the shader was made after a certain Cemu change was made due to how they're left out) to see if any graphic pack in here was *probably* safe.

I also didn't convert 5 graphic packs since they contained signs that needed to be manually checked or at least examined more:
- \Enhancements\TwilightPrincessHD_Bicubic
- \Resolutions\DevilsThird_Resolution
- \Resolutions\TwilightPrincessHD_Resolution (this one just needs to be fully verified since it's popular enough and has like 27 shaders)
- \Resolutions\LegoStarWars_Resolution
- \Resolutions\TokyoMirage_Resolution (this one could also be manually verified)

I hope I didn't make too many mistakes with this one.
2020-01-17 20:31:42 -08:00

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#version 420
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 4b92e636153d6b54
// Used for: Horizontal blur pass end screen background
const float resXScale = (float($width)/float($gameWidth));
const float resYScale = (float($height)/float($gameHeight));
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[5];
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
};
#else
uniform ivec4 uf_remappedVS[5];
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
#endif
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem2;
ATTR_LAYOUT(0, 2) in uvec4 attrDataSem8;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem130;
layout(location = 1) out vec4 passParameterSem131;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder = attrDataSem0;
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = ((attrDecoder.xy>>8)&0xFF)|((attrDecoder.xy<<8)&0xFF00);
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xy = floatBitsToUint(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)));
attrDecoder.zw = uvec2(0);
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = R1f.w * intBitsToFloat(uf_remappedVS[0].y);
PV0f.y = R1f.w * intBitsToFloat(uf_remappedVS[0].x);
PV0f.z = R1f.w * intBitsToFloat(uf_remappedVS[0].w);
PV0f.w = R1f.w * intBitsToFloat(uf_remappedVS[0].z);
R127f.w = 0.0;
PS0f = R127f.w;
// 1
R123f.x = (R1f.z * intBitsToFloat(uf_remappedVS[1].y) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R1f.z * intBitsToFloat(uf_remappedVS[1].x) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R1f.z * intBitsToFloat(uf_remappedVS[1].w) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R1f.z * intBitsToFloat(uf_remappedVS[1].z) + PV0f.w);
PV1f.w = R123f.w;
R0f.y = R2f.y + PS0f;
PS1f = R0f.y;
// 2
R123f.x = (R1f.y * intBitsToFloat(uf_remappedVS[2].y) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (R1f.y * intBitsToFloat(uf_remappedVS[2].x) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (R1f.y * intBitsToFloat(uf_remappedVS[2].w) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (R1f.y * intBitsToFloat(uf_remappedVS[2].z) + PV1f.w);
PV0f.w = R123f.w;
R3f.y = R2f.y + R127f.w;
PS0f = R3f.y;
// 3
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
R1f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[3].x) + PV0f.y);
R1f.y = (backupReg0f * intBitsToFloat(uf_remappedVS[3].y) + PV0f.x);
R1f.z = (backupReg0f * intBitsToFloat(uf_remappedVS[3].z) + PV0f.w);
R1f.w = (backupReg0f * intBitsToFloat(uf_remappedVS[3].w) + PV0f.z);
// 4
PV0f.x = intBitsToFloat(uf_remappedVS[4].x)/resXScale * intBitsToFloat(0x3b088889);
PV0f.y = intBitsToFloat(uf_remappedVS[4].x)/resXScale * intBitsToFloat(0x3b088889);
// 5
PV1f.x = PV0f.x;
PV1f.x /= 2.0;
PV1f.y = PV0f.y * intBitsToFloat(0xbfc00000);
PV1f.z = -(PV0f.x);
PV1f.z /= 2.0;
PV1f.w = PV0f.y * 1.5;
// 6
R0f.x = R2f.x + PV1f.y;
R0f.z = R2f.x + PV1f.z;
R3f.w = R2f.x + PV1f.w;
R3f.z = R2f.x + PV1f.x;
PS0f = R3f.z;
// export
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
// export
passParameterSem130 = vec4(R0f.x, R0f.y, R0f.z, R0f.y);
// export
passParameterSem131 = vec4(R3f.w, R3f.y, R3f.z, R3f.y);
// 0
}