mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-01 13:54:16 +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.
142 lines
4.7 KiB
Plaintext
142 lines
4.7 KiB
Plaintext
#version 420
|
|
#extension GL_ARB_texture_gather : enable
|
|
#extension GL_ARB_separate_shader_objects : 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 294904d1771460cf
|
|
// Used for: Blur
|
|
const float resScale = (float($width)/float($gameWidth));
|
|
|
|
|
|
#ifdef VULKAN
|
|
layout(set = 1, binding = 1) uniform ufBlock
|
|
{
|
|
uniform ivec4 uf_remappedPS[1];
|
|
uniform vec4 uf_fragCoordScale;
|
|
};
|
|
#else
|
|
uniform ivec4 uf_remappedPS[1];
|
|
uniform vec2 uf_fragCoordScale;
|
|
#endif
|
|
// uf_fragCoordScale was moved to the ufBlock
|
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
|
layout(location = 0) in vec4 passParameterSem128;
|
|
layout(location = 0) out vec4 passPixelColor0;
|
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
void main()
|
|
{
|
|
vec4 R0f = vec4(0.0);
|
|
vec4 R1f = vec4(0.0);
|
|
vec4 R2f = vec4(0.0);
|
|
vec4 R3f = vec4(0.0);
|
|
vec4 R4f = vec4(0.0);
|
|
vec4 R123f = vec4(0.0);
|
|
vec4 R127f = vec4(0.0);
|
|
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 = passParameterSem128;
|
|
R4f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
|
// 0
|
|
R127f.x = intBitsToFloat(uf_remappedPS[0].x) * (intBitsToFloat(0x404ec4ec)/2);
|
|
PV0f.x = R127f.x;
|
|
PV0f.y = intBitsToFloat(uf_remappedPS[0].x) * (intBitsToFloat(0x3fb13b14)/2);
|
|
R127f.z = 0.0;
|
|
PV0f.z = R127f.z;
|
|
// 1
|
|
R1f.x = PV0f.z + R0f.x;
|
|
PV1f.y = PV0f.x;
|
|
PV1f.z = -(PV0f.y);
|
|
PV1f.w = PV0f.y;
|
|
R2f.x = PV0f.z + R0f.x;
|
|
PS1f = R2f.x;
|
|
// 2
|
|
R3f.x = R127f.z + R0f.x;
|
|
R1f.y = PV1f.w + R0f.y;
|
|
R2f.z = PV1f.z + R0f.y;
|
|
R3f.w = PV1f.y + R0f.y;
|
|
PS0f = -(R127f.x);
|
|
// 3
|
|
backupReg0f = R0f.x;
|
|
backupReg1f = R0f.y;
|
|
R0f.x = R127f.z + backupReg0f;
|
|
R0f.y = PS0f + backupReg1f;
|
|
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
|
|
R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw);
|
|
R3f.xyzw = (texture(textureUnitPS0, R3f.xw).xyzw);
|
|
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
|
// 0
|
|
PV0f.x = R1f.z * intBitsToFloat(0x3ea1e718);
|
|
PV0f.y = R1f.y * intBitsToFloat(0x3ea1e718);
|
|
PV0f.z = R1f.x * intBitsToFloat(0x3ea1e718);
|
|
PV0f.w = R1f.w * intBitsToFloat(0x3ea1e718);
|
|
// 1
|
|
R123f.x = (R4f.z * intBitsToFloat(0x3e6879c6) + PV0f.x);
|
|
PV1f.x = R123f.x;
|
|
R123f.y = (R4f.y * intBitsToFloat(0x3e6879c6) + PV0f.y);
|
|
PV1f.y = R123f.y;
|
|
R123f.z = (R4f.x * intBitsToFloat(0x3e6879c6) + PV0f.z);
|
|
PV1f.z = R123f.z;
|
|
R123f.w = (R4f.w * intBitsToFloat(0x3e6879c6) + PV0f.w);
|
|
PV1f.w = R123f.w;
|
|
// 2
|
|
R123f.x = (R2f.w * intBitsToFloat(0x3ea1e718) + PV1f.w);
|
|
PV0f.x = R123f.x;
|
|
R123f.y = (R2f.z * intBitsToFloat(0x3ea1e718) + PV1f.x);
|
|
PV0f.y = R123f.y;
|
|
R123f.z = (R2f.y * intBitsToFloat(0x3ea1e718) + PV1f.y);
|
|
PV0f.z = R123f.z;
|
|
R123f.w = (R2f.x * intBitsToFloat(0x3ea1e718) + PV1f.z);
|
|
PV0f.w = R123f.w;
|
|
// 3
|
|
R123f.x = (R3f.z * intBitsToFloat(0x3d8fe9dc) + PV0f.y);
|
|
PV1f.x = R123f.x;
|
|
R123f.y = (R3f.y * intBitsToFloat(0x3d8fe9dc) + PV0f.z);
|
|
PV1f.y = R123f.y;
|
|
R123f.z = (R3f.x * intBitsToFloat(0x3d8fe9dc) + PV0f.w);
|
|
PV1f.z = R123f.z;
|
|
R123f.w = (R3f.w * intBitsToFloat(0x3d8fe9dc) + PV0f.x);
|
|
PV1f.w = R123f.w;
|
|
// 4
|
|
backupReg0f = R0f.x;
|
|
backupReg1f = R0f.y;
|
|
backupReg2f = R0f.z;
|
|
backupReg3f = R0f.w;
|
|
R0f.x = (backupReg0f * intBitsToFloat(0x3d8fe9dc) + PV1f.z);
|
|
R0f.y = (backupReg1f * intBitsToFloat(0x3d8fe9dc) + PV1f.y);
|
|
R0f.z = (backupReg2f * intBitsToFloat(0x3d8fe9dc) + PV1f.x);
|
|
R0f.w = (backupReg3f * intBitsToFloat(0x3d8fe9dc) + PV1f.w);
|
|
// export
|
|
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
|
}
|