mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-23 01:59:18 +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.
141 lines
4.7 KiB
Plaintext
141 lines
4.7 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 fe05aca8e186a5fd
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// Used for: DoF backgrounds
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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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UNIFORM_BUFFER_LAYOUT(38, 1, 2) uniform uniformBlockPS6
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{
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vec4 uf_blockPS6[1024];
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};
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem136;
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layout(location = 1) in vec4 passParameterSem130;
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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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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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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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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[1];
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bool activeMaskStackC[2];
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activeMaskStackC[0] = 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(passParameterSem136);
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R1i = floatBitsToInt(passParameterSem130);
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if( activeMaskStackC[1] == true ) {
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// 0
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R4i.xyz = ivec3(0,0,0);
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R4i.w = floatBitsToInt(1.0);
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R1i.z = 0;
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PS0i = R1i.z;
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// 1
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R1i.w = int(uf_blockPS6[0].x);
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PS1i = R1i.w;
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}
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while( activeMaskStackC[1] == true )
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{
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if( activeMaskStackC[1] == true ) {
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// 0
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R2i.x = (R1i.w > R1i.z)?int(0xFFFFFFFF):int(0x0);
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// 1
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predResult = (R2i.x != 0);
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if( predResult == false ) break;
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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backupReg0i = R1i.z;
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R1i.z = backupReg0i + int(1);
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}
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if( activeMaskStackC[1] == true ) {
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R3i.xyz = floatBitsToInt(uf_blockPS6[R1i.z].xyz/resXScale); // Uses X, not sure if this shader is supposed to be widescreened.
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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R2i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R3i.x));
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R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R3i.y));
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}
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if( activeMaskStackC[1] == true ) {
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R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyz);
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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backupReg0i = R3i.z;
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R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.z),intBitsToFloat(R2i.x)) + intBitsToFloat(R4i.x)));
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R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.z),intBitsToFloat(R2i.y)) + intBitsToFloat(R4i.y)));
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R3i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R2i.z)) + intBitsToFloat(R4i.z)));
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// 1
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R2i.xyz = ivec3(R4i.x,R4i.y,R4i.z);
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R2i.w = R4i.w;
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// 2
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backupReg0i = R4i.w;
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R4i.xyz = ivec3(R3i.x,R3i.y,R3i.z);
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R4i.w = backupReg0i;
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}
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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backupReg0i = R0i.x;
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backupReg1i = R0i.y;
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backupReg2i = R0i.z;
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backupReg3i = R0i.w;
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R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R4i.x)));
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R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(R4i.y)));
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R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg2i), intBitsToFloat(R4i.z)));
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R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg3i), intBitsToFloat(R4i.w)));
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}
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// export
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passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
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}
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