mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-23 01:59:18 +01:00
bca55a1bc4
Solves https://github.com/slashiee/cemu_graphic_packs/issues/422 Was requested over at the Cemu discord too after we took them away while we sanitized them, and there isn't really an issue with having these. Let's just keep those presets sanitized now. Also found out that some random workaround had appeared in our resolutions folder 🤔.
113 lines
3.7 KiB
Plaintext
113 lines
3.7 KiB
Plaintext
#version 430
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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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// shader 4667735a97db3c53
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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//workaround flashing squares / broken alpha
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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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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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[1];
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uniform float uf_alphaTestRef;
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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 float uf_alphaTestRef;
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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(3, 1, 1) uniform sampler2D textureUnitPS3;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem3;
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layout(location = 2) in vec4 passParameterSem4;
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layout(location = 3) in vec4 passParameterSem9;
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layout(location = 0) out vec4 passPixelColor0;
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// end of shader inputs/outputs
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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 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 = passParameterSem3;
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R2f = passParameterSem4;
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R3f = passParameterSem9;
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R3f.xw = (texture(textureUnitPS0, R3f.xy).xw);
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// 0
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backupReg0f = R0f.w;
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R123f.x = (R3f.w * 2.0 + -(1.0));
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PV0f.x = R123f.x;
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R123f.y = (R3f.x * 2.0 + -(1.0));
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PV0f.y = R123f.y;
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R127f.z = mul_nonIEEE(R1f.w, R3f.w);
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PV0f.w = 0.0;
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R1f.w = backupReg0f * 1.0;
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R1f.w = clamp(R1f.w, 0.0, 1.0);
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PS0f = R1f.w;
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// 1
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PV1f.x = R2f.w + PV0f.w;
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PV1f.z = PV0f.y * intBitsToFloat(0x41c80000);
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PV1f.w = PV0f.x * intBitsToFloat(0x41c80000);
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// 2
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PV0f.x = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[0].y));
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PV0f.y = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[0].x));
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R127f.w = 1.0 / PV1f.x;
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PS0f = R127f.w;
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// 3
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PV1f.y = mul_nonIEEE(PV0f.x, R127f.z);
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PV1f.w = mul_nonIEEE(PV0f.y, R127f.z);
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// 4
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backupReg0f = R0f.w;
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PV0f.z = mul_nonIEEE(R0f.w, PV1f.w);
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PV0f.w = mul_nonIEEE(backupReg0f, PV1f.y);
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// 5
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PV1f.x = R2f.y + PV0f.w;
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PV1f.y = R2f.x + PV0f.z;
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// 6
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R2f.x = mul_nonIEEE(PV1f.y, R127f.w);
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R2f.y = mul_nonIEEE(PV1f.x, R127f.w);
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R2f.xyz = (texture(textureUnitPS3, R2f.xy).xyz);
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// 0
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R1f.x = mul_nonIEEE(R0f.x, R2f.x);
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R1f.y = mul_nonIEEE(R0f.y, R2f.y);
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R1f.z = mul_nonIEEE(R0f.z, R2f.z);
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// export
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if( ((vec4(R1f.x, R1f.y, R1f.z, R1f.w)).a > uf_alphaTestRef) == false) discard;
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passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0);
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//passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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}
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