mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-26 19:44:14 +01:00
24b9b1eb29
Xenoblade Chronicles X packs are now ported too! Which has, after BotW, the most shaders I think made by all of the efforts from getdls. All shaders were successfully verified and tested in-game (from what I could tell).
218 lines
6.7 KiB
Plaintext
218 lines
6.7 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 shaders was auto-converted from OpenGL to Cemu.
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// shader 840947e29015aa9a
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//BB cliff
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const float dither = $dither ;
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const float scaleShader = $scaleShader;
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const float scaleBlur = $scaleBlur;
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const int sampleScale = 4;
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float lineRand(vec2 co)
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{
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float a = 12.9898;
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float b = 78.233;
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float c = 43758.5453;
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float dt = dot(co.xy, vec2(a, b));
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float sn = mod(dt, 3.14);
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return fract(sin(sn) * c);
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}
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#ifdef VULKAN
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layout(set = 1, binding = 2) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[3];
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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[3];
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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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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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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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// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
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const int samples = 8 * sampleScale, //8 or 4 balances xy position
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LOD = 2, // gaussian done on MIPmap at scale LOD
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sLOD = 1 << LOD; // tile size = 2^LOD
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const float sigma = float(samples) * .25;
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float gaussian(vec2 i) {
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return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
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}
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vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
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vec4 O = vec4(0);
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int s = samples / sLOD;
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for (int i = 0; i < s*s; i++) {
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vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
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O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
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}
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return O / O.a;
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}
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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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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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 R6f = vec4(0.0);
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vec4 R7f = vec4(0.0);
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vec4 R8f = vec4(0.0);
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vec4 R123f = 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 = passParameterSem0;
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R1f = passParameterSem1;
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R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.0012 *dither);
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R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.0011 *dither);
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// 0
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R2f.x = R1f.x + intBitsToFloat(uf_remappedPS[0].x);
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R2f.y = R1f.y + intBitsToFloat(uf_remappedPS[0].y);
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R0f.z = R1f.x + intBitsToFloat(uf_remappedPS[0].z);
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R0f.w = R1f.y + intBitsToFloat(uf_remappedPS[0].w);
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// 1
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg0f) + vec3(intBitsToFloat(uf_remappedPS[1].x),intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z));
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R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w);
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vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0);
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vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
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vec2 uv = coord * ps;
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R3f.xyz = (texture(textureUnitPS1, R2f.xy).xyz);
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R4f.xyz = (texture(textureUnitPS1, R0f.zw).xyz);
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R5f.xyz = (texture(textureUnitPS1, R1f.xy).xyz);
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R6f.xyz = (texture(textureUnitPS1, R1f.zw).xyz);
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R2f.xyz = blur(textureUnitPS0, R2f.xy, ps*scaleBlur).xyz;
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R7f.xyz = R2f.xyz;
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R8f.xyz = R2f.xyz;
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R1f.xyz = R2f.xyz;
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//R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
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//R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
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//R8f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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//R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
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// 0
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tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),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.w = tempf.x;
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R127f.z = R2f.x + R7f.x;
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PS0f = R127f.z;
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// 1
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tempf.x = dot(vec4(R4f.x,R4f.y,R4f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),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.y = R2f.y + R7f.y;
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PS1f = R127f.y;
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// 2
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tempf.x = dot(vec4(R5f.x,R5f.y,R5f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),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 = R127f.w + PV1f.x;
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// 3
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tempf.x = dot(vec4(R6f.x,R6f.y,R6f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),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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PS1f = PS0f + PV0f.x;
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// 4
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PV0f.y = PS1f + PV1f.x;
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PV0f.z = R127f.y + R8f.y;
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PV0f.w = R2f.z + R7f.z;
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// 5
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R123f.x = (PV0f.y * 0.25 + -(R0f.x));
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PV1f.x = R123f.x;
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PV1f.y = R127f.z + R8f.x;
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PV1f.z = PV0f.z + R1f.y;
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PV1f.w = PV0f.w + R8f.z;
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// 6
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PV0f.x = PV1f.y + R1f.x;
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PV0f.y = PV1f.w + R1f.z;
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PV0f.z = PV1f.z * 0.25;
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PV0f.w = max(PV1f.x, -(PV1f.x));
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// 7
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backupReg0f = R0f.y;
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PV1f.x = PV0f.x * 0.25;
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PV1f.y = PV0f.y * 0.25;
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PV1f.z = backupReg0f * PV0f.w;
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PV1f.z = clamp(PV1f.z, 0.0, 1.0);
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PV1f.w = max(PV0f.z, 0.0);
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// 8
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PV0f.x = max(PV1f.y, 0.0);
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R0f.y = min(PV1f.w, 4.0);
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PV0f.z = max(PV1f.x, 0.0);
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tempResultf = log2(PV1f.z);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0f = tempResultf;
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// 9
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PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w);
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R0f.z = min(PV0f.x, 4.0);
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R0f.x = min(PV0f.z, 4.0);
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PS1f = R0f.x;
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// 10
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PS0f = exp2(PV1f.x);
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// 11
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R0f.w = PS0f * intBitsToFloat(uf_remappedPS[2].z);
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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