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https://github.com/cemu-project/cemu_graphic_packs.git
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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.
245 lines
7.7 KiB
Plaintext
245 lines
7.7 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 9993b65e9eb6bb1d
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//aa
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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 = 1, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[2];
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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[2];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem130;
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layout(location = 1) in vec4 passParameterSem134;
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layout(location = 0) out vec4 passPixelColor0;
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// uf_fragCoordScale was moved to the ufBlock
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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 R5f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R125f = 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 = passParameterSem130;
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R1f = passParameterSem134;
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R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz);
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R5f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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R4f.xyz = (texture(textureUnitPS0, R0f.xw).xyz);
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R3f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
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// 0
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tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R127f.z = 0.0;
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PS0f = R127f.z;
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// 1
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tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R126f.z = tempf.x;
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R127f.y = PV0f.x + intBitsToFloat(0x3b2aaab9);
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PS1f = R127f.y;
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// 2
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg2f = R0f.z;
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tempf.x = dot(vec4(backupReg0f,backupReg1f,backupReg2f,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R126f.w = tempf.x;
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R125f.z = intBitsToFloat(uf_remappedPS[0].w);
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PS0f = R125f.z;
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// 3
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tempf.x = dot(vec4(R5f.x,R5f.y,R5f.z,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R127f.w = tempf.x;
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R2f.w = 1.0;
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PS1f = R2f.w;
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// 4
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tempf.x = dot(vec4(R4f.x,R4f.y,R4f.z,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R126f.y = R126f.z + -(PV1f.x);
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PS0f = R126f.y;
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// 5
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PV1f.x = PV0f.x + -(R127f.w);
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PV1f.y = -(R126f.w) + R127f.w;
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PV1f.z = -(R127f.y) + R127f.w;
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R127f.w = -(R127f.y) + PV0f.x;
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PV1f.w = R127f.w;
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// 6
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tempf.x = dot(vec4(PV1f.x,R126f.y,R126f.y,-0.0),vec4(PV1f.z,PV1f.y,R127f.z,0.0));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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PS0f = PV1f.w + -(R126f.z);
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// 7
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PV1f.x = PV0f.x + -(intBitsToFloat(0xbdcccccd));
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PV1f.y = R127f.w + R126f.z;
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R126f.z = PS0f + R126f.w;
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// 8
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R126f.y = PV1f.y + -(R126f.w);
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PV0f.y = R126f.y;
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R126f.w = PV1f.x * intBitsToFloat(0x41200000);
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R126f.w = clamp(R126f.w, 0.0, 1.0);
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PV0f.w = R126f.w;
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// 9
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tempf.x = dot(vec4(R126f.z,PV0f.y,R125f.z,-0.0),vec4(R126f.z,PV0f.y,R125f.z,0.0));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R125f.z = mul_nonIEEE(PV0f.w, PV0f.w);
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PS1f = R125f.z;
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// 10
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R123f.y = (-(2.0) * R126f.w + intBitsToFloat(0x40400000));
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PV0f.y = R123f.y;
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tempResultf = 1.0 / sqrt(PV1f.x);
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PS0f = tempResultf;
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// 11
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backupReg0f = R126f.z;
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PV1f.x = mul_nonIEEE(R125f.z, PV0f.y);
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R126f.z = mul_nonIEEE(R126f.y, PS0f);
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R126f.w = mul_nonIEEE(backupReg0f, PS0f);
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// 12
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PV0f.w = PV1f.x * intBitsToFloat(0x3f99999a);
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// 13
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R126f.y = mul_nonIEEE(R126f.z, PV0f.w);
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PV1f.y = R126f.y;
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R126f.z = mul_nonIEEE(R126f.w, PV0f.w);
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PV1f.z = R126f.z;
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// 14
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PV0f.x = max(PV1f.z, -(PV1f.z));
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PV0f.w = max(PV1f.y, -(PV1f.y));
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// 15
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PV1f.z = min(PV0f.x, PV0f.w);
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// 16
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PV0f.y = PV1f.z + -(0.0);
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// 17
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PV1f.x = PV0f.y * intBitsToFloat(0x3fb6db6e)/resXScale;
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PV1f.x = clamp(PV1f.x, 0.0, 1.0);
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// 18
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R123f.z = (-(2.0) * PV1f.x + intBitsToFloat(0x40400000));
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PV0f.z = R123f.z;
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PV0f.w = mul_nonIEEE(PV1f.x, PV1f.x);
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// 19
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R123f.y = (mul_nonIEEE(-(PV0f.w),PV0f.z) + intBitsToFloat(0x3f99999a)/resXScale);
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PV1f.y = R123f.y;
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// 20
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PV0f.x = mul_nonIEEE(R126f.z, PV1f.y);
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PV0f.w = mul_nonIEEE(R126f.y, PV1f.y);
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// 21
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PV1f.z = mul_nonIEEE(PV0f.x, intBitsToFloat(uf_remappedPS[0].x));
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PV1f.w = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].y));
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// 22
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R127f.x = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[1].w));
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PV0f.x = R127f.x;
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R126f.y = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[1].w));
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PV0f.y = R126f.y;
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PV0f.z = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[1].y));
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R126f.w = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[1].y));
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PV0f.w = R126f.w;
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// 23
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R4f.xyz = vec3(R1f.x,R1f.y,R1f.x) + vec3(PV0f.z,PV0f.w,PV0f.x);
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R4f.w = R1f.y + PV0f.y;
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R0f.x = R1f.x + -(PV0f.z);
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PS1f = R0f.x;
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// 24
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backupReg0f = R1f.x;
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R1f.x = backupReg0f + -(R127f.x);
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R0f.y = R1f.y + -(R126f.w);
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R1f.z = R1f.y + -(R126f.y);
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R3f.xyz = (texture(textureUnitPS0, R4f.xy).xyz);
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R4f.xyz = (texture(textureUnitPS0, R4f.zw).xyz);
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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R1f.xyz = (texture(textureUnitPS0, R1f.xz).xyz);
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// 0
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PV0f.x = R3f.z + R4f.z;
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PV0f.y = R3f.y + R4f.y;
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PV0f.z = R3f.x + R4f.x;
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// 1
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backupReg0f = R0f.y;
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PV1f.y = R0f.z + PV0f.x;
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PV1f.z = backupReg0f + PV0f.y;
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PV1f.w = R0f.x + PV0f.z;
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// 2
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PV0f.x = R1f.x + PV1f.w;
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PV0f.z = R1f.z + PV1f.y;
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PV0f.w = R1f.y + PV1f.z;
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// 3
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PV1f.x = R5f.y + PV0f.w;
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PV1f.y = R5f.x + PV0f.x;
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PV1f.w = R5f.z + PV0f.z;
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// 4
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PV0f.x = PV1f.w * intBitsToFloat(0x3f4ccccd);
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PV0f.y = PV1f.x * intBitsToFloat(0x3f4ccccd);
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PV0f.z = PV1f.y * intBitsToFloat(0x3f4ccccd);
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// 5
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R2f.x = PV0f.z * 0.25;
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R2f.y = PV0f.y * 0.25;
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R2f.z = PV0f.x * 0.25;
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// export
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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}
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