mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-22 17:49:17 +01:00
6c14f4aff1
Both were fully verified, so no issues should be present. This basically means that every game that runs properly (Star Wars doesn't go in-game, Tokyo Mirage is also very buggy and the upscaling filters don't work with cemu yet) before V5 will have graphic packs at least.
135 lines
4.4 KiB
Plaintext
135 lines
4.4 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 shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 888e5d95da8037e2
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// Used for: Horizontal & Vertical Blur Pass
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float resScale = ($width/$gameWidth);
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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 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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// uf_fragCoordScale was moved to the ufBlock
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem129;
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layout(location = 0) out vec4 passPixelColor0;
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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 R123f = 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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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 = passParameterSem129;
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R3f.xy = (texture(textureUnitPS0, R0f.xy).xy);
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// 0
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R1f.x = (-(intBitsToFloat(uf_remappedPS[0].z)/resScale) * 2.0 + R0f.x);
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R1f.y = (-(intBitsToFloat(uf_remappedPS[0].w)/resScale) * 2.0 + R0f.y);
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R0f.z = R0f.x + -(intBitsToFloat(uf_remappedPS[0].z)/resScale);
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R0f.w = R0f.y + -(intBitsToFloat(uf_remappedPS[0].w)/resScale);
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R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].z)/resScale;
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PS0f = R2f.x;
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// 1
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R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].w)/resScale;
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R4f.z = 0.0;
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R1f.w = R3f.y + -(R3f.y);
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R4f.y = R3f.y;
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PS1f = R4f.y;
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R0f.xy = (texture(textureUnitPS0, R1f.xy).xy);
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R1f.xy = (texture(textureUnitPS0, R0f.zw).xy);
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R2f.xy = (texture(textureUnitPS0, R2f.xy).xy);
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// 0
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PV0f.x = mul_nonIEEE(R1f.w, R1f.w);
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PV0f.z = -(R3f.y) + R0f.y;
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PV0f.w = -(R3f.y) + R1f.y;
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// 1
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PV1f.x = -(R3f.y) + R2f.y;
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PV1f.y = mul_nonIEEE(PV0f.z, PV0f.z);
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PV1f.z = mul_nonIEEE(PV0f.w, PV0f.w);
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PV1f.w = PV0f.x * intBitsToFloat(0x38d1b717);
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PV1f.w = clamp(PV1f.w, 0.0, 1.0);
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// 2
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PV0f.x = PV1f.y * intBitsToFloat(0x38d1b717);
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PV0f.x = clamp(PV0f.x, 0.0, 1.0);
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PV0f.y = PV1f.z * intBitsToFloat(0x38d1b717);
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PV0f.y = clamp(PV0f.y, 0.0, 1.0);
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PV0f.z = mul_nonIEEE(PV1f.x, PV1f.x);
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PV0f.w = -(PV1f.w) + 1.0;
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// 3
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PV1f.x = -(PV0f.y) + 1.0;
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PV1f.y = PV0f.z * intBitsToFloat(0x38d1b717);
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PV1f.y = clamp(PV1f.y, 0.0, 1.0);
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R126f.z = PV0f.w + intBitsToFloat(0x3e4ccccd);
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PV1f.w = -(PV0f.x) + 1.0;
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// 4
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PV0f.x = -(PV1f.y) + 1.0;
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R127f.z = PV1f.w + intBitsToFloat(0x3e4ccccd);
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PV0f.z = R127f.z;
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PV0f.w = PV1f.x + intBitsToFloat(0x3e4ccccd);
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// 5
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R127f.x = PV0f.x + intBitsToFloat(0x3e4ccccd);
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PV1f.y = mul_nonIEEE(R1f.x, PV0f.w);
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PV1f.z = PV0f.z + PV0f.w;
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// 6
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R123f.x = (mul_nonIEEE(R0f.x,R127f.z) + PV1f.y);
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PV0f.x = R123f.x;
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PV0f.z = PV1f.z + R126f.z;
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// 7
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PV1f.x = PV0f.z + R127f.x;
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R123f.w = (mul_nonIEEE(R3f.x,R126f.z) + PV0f.x);
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PV1f.w = R123f.w;
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// 8
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R123f.y = (mul_nonIEEE(R2f.x,R127f.x) + PV1f.w);
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PV0f.y = R123f.y;
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PS0f = 1.0 / PV1f.x;
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// 9
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R4f.x = PV0f.y * PS0f;
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// export
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passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.z);
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}
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