mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 16:31:50 +01:00
f3d35c75dc
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.
153 lines
6.0 KiB
Plaintext
153 lines
6.0 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 284b1bf9010d4e57
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem133;
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layout(location = 0) out vec4 passPixelColor0;
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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 vec4 uf_fragCoordScale;
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};
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#else
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uniform vec2 uf_fragCoordScale;
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#endif
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float scaleFactor = uf_fragCoordScale.x;
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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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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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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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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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem133);
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if( activeMaskStackC[1] == true ) {
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// 0
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R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0xba4ccccd)*scaleFactor);
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R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + 0.0);
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R0i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0x3a4ccccd)*scaleFactor);
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R0i.w = floatBitsToInt(intBitsToFloat(R0i.y) + 0.0);
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R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + 0.0);
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PS0i = R2i.x;
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// 1
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R3i.x = floatBitsToInt(intBitsToFloat(R0i.x) + 0.0);
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R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0xbab60b61)*scaleFactor);
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R3i.zwy = floatBitsToInt(vec3(intBitsToFloat(R0i.y),intBitsToFloat(R0i.x),intBitsToFloat(R0i.y)) + vec3(intBitsToFloat(0x3ab60b61)*scaleFactor,0.0,0.0));
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PS1i = R3i.y;
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}
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if( activeMaskStackC[1] == true ) {
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R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz);
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R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.zw)).xyz);
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R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyz);
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R4i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.xz)).xyz);
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R3i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.wy)).xyz);
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}
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if( activeMaskStackC[1] == true ) {
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activeMaskStack[1] = activeMaskStack[0];
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activeMaskStackC[2] = activeMaskStackC[1];
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// 0
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backupReg0i = R0i.x;
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backupReg1i = R0i.z;
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PV0i.x = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R0i.y));
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PV0i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(backupReg0i));
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PV0i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(backupReg1i));
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// 1
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PV1i.x = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(PV0i.z));
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PV1i.y = floatBitsToInt(intBitsToFloat(R2i.y) + intBitsToFloat(PV0i.x));
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PV1i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(PV0i.y));
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// 2
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PV0i.y = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(PV1i.x));
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PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(PV1i.w));
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PV0i.w = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(PV1i.y));
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// 3
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R123i.x = floatBitsToInt((-(intBitsToFloat(R3i.x)) * 4.0 + intBitsToFloat(PV0i.z)));
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PV1i.x = R123i.x;
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R123i.z = floatBitsToInt((-(intBitsToFloat(R3i.y)) * 4.0 + intBitsToFloat(PV0i.w)));
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PV1i.z = R123i.z;
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R123i.w = floatBitsToInt((-(intBitsToFloat(R3i.z)) * 4.0 + intBitsToFloat(PV0i.y)));
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PV1i.w = R123i.w;
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// 4
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PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
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PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0);
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PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.z), -(intBitsToFloat(PV1i.z))));
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PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0);
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PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w))));
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PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0);
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// 5
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R0i.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),-0.0),vec4(intBitsToFloat(0x3eaa7efa)*scaleFactor,intBitsToFloat(0x3eab020c)*scaleFactor,intBitsToFloat(0x3eaa7efa)*scaleFactor,0.0)));
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PV1i.x = R0i.x;
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PV1i.y = R0i.x;
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PV1i.z = R0i.x;
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PV1i.w = R0i.x;
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// 6
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R0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
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// 7
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predResult = (0.0 > intBitsToFloat(R0i.y));
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activeMaskStack[1] = predResult;
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activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
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}
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else {
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activeMaskStack[1] = false;
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activeMaskStackC[2] = false;
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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if( (0 == 0)) discard;
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}
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activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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if( activeMaskStackC[1] == true ) {
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// 0
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R3i.w = R0i.x;
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}
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// export
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passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
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}
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