mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 08:21:51 +01:00
3d492aa656
Should fix the native anti-aliasing preset most importantly, but since I ported all of the packs now the script "watermark" is at least a proper sentence, heh. Also, I fixed the porting scripts. Basically, there were a bug in the verification script that wouldn't check if the uf_* variables matched and the conversion script also had a fun bug where it wasn't automatically fixing an incorrect order of the uf_* variables. So that basically made both of them slip through. Both are now fixed however. Don't know if it's needed to check the previously ported graphic packs to see if the error affected those, but it might not hurt.
183 lines
6.4 KiB
Plaintext
183 lines
6.4 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 f14bb57cd5c9cb77 - dumped 1.15
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// Used for: Removing/Restoring the native BotW World Anti-Aliasing implementation
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const float resX = float($width)/float($gameWidth);
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const float resY = float($height)/float($gameHeight);
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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[4];
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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[4];
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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 passParameterSem2;
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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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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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); // Important variable
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0); // Important variable
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vec4 R123f = 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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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = 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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R0f = passParameterSem2;
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if( activeMaskStackC[1] == true ) {
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R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
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R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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}
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if( activeMaskStackC[1] == true ) {
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activeMaskStack[1] = activeMaskStack[0];
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activeMaskStackC[2] = activeMaskStackC[1];
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// 0
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PV0f.x = R1f.w + -(R1f.x);
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PV0f.y = R1f.z + -(R1f.y);
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PV0f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x));
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R127f.w = min(R1f.z, R1f.x);
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R127f.x = min(R1f.w, R1f.y);
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PS0f = R127f.x;
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// 1
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R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y) * resX ) + PV0f.z); //Important line
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PV1f.x = R123f.x;
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PV1f.y = max(R1f.z, R1f.x);
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R127f.z = PV0f.y + -(PV0f.x);
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PV1f.z = R127f.z;
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R126f.w = PV0f.y + PV0f.x;
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PV1f.w = R126f.w;
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PS1f = max(R1f.w, R1f.y);
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// 2
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PV0f.x = max(PV1f.z, -(PV1f.z));
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PV0f.y = max(PV1f.w, -(PV1f.w));
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R123f.z = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[0].z)) + PV1f.x);
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PV0f.z = R123f.z;
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PV0f.w = min(R127f.w, R127f.x);
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PS0f = max(PV1f.y, PS1f);
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// 3
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PV1f.x = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[1].x));
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PV1f.y = max(PV0f.z, PS0f);
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PV1f.z = min(PV0f.z, PV0f.w);
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PV1f.w = min(PV0f.y, PV0f.x);
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// 4
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R1f.x = -(PV1f.z) + PV1f.y;
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R0f.z = max(PV1f.x, intBitsToFloat(uf_remappedPS[1].y)); // Important - Divide looks blurrier/fuzzy and multiply looks sharper good
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PS0f = 1.0 / PV1f.w; // Important line affects aliasing strongly, increasing it is blurier and decreasing sharpens
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// 5
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PV1f.x = mul_nonIEEE(R127f.z, PS0f);
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PV1f.y = mul_nonIEEE(R126f.w, PS0f);
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// 6
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PV0f.z = max(PV1f.x, -(intBitsToFloat(uf_remappedPS[2].y)));
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PV0f.w = max(PV1f.y, -(intBitsToFloat(uf_remappedPS[2].y)));
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// 7 - another way to do it other than the original implmentation
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R3f.x = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].y)); // Important - Divide looks sharper and better and multiply looks blurier fuzzy
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R1f.y = min(PV0f.z, intBitsToFloat(uf_remappedPS[2].y)); // Important - Divide looks sharper and better and multiply looks blurier fuzzy
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// 8
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predResult = (R1f.x > R0f.z);
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activeMaskStack[1] = predResult;
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activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
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}
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else {
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activeMaskStack[1] = false;
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activeMaskStackC[2] = false;
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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backupReg0f = R3f.x;
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backupReg0f = R3f.x;
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R3f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[3].x) / resX) + R0f.x); // Original Implementation
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R3f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].y) / resY) + R0f.y); // Original Implementation
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R1f.x = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].x) / resX)) + R0f.x); // Original Implementation
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PS0f = R1f.x;
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// 1
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backupReg0f = R1f.y;
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R1f.y = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].y) / resY)) + R0f.y); // Original Implementation
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}
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if( activeMaskStackC[2] == true ) {
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R0f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
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R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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R127f.x = R0f.w + R1f.w;
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R127f.x /= 2.0;
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PV0f.x = R127f.x;
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R127f.y = R0f.z + R1f.z;
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R127f.y /= 2.0;
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PV0f.y = R127f.y;
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R127f.z = R0f.y + R1f.y;
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R127f.z /= 2.0;
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PV0f.z = R127f.z;
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R127f.w = R0f.x + R1f.x;
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R127f.w /= 2.0;
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PV0f.w = R127f.w;
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// 1
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PV1f.x = R2f.w + -(PV0f.x);
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PV1f.y = R2f.z + -(PV0f.y);
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PV1f.z = R2f.y + -(PV0f.z);
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PV1f.w = R2f.x + -(PV0f.w);
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// 2
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R2f.x = (PV1f.w * intBitsToFloat(0x3eb33333) + R127f.w);
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R2f.y = (PV1f.z * intBitsToFloat(0x3eb33333) + R127f.z);
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R2f.z = (PV1f.y * intBitsToFloat(0x3eb33333) + R127f.y);
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R2f.w = (PV1f.x * intBitsToFloat(0x3eb33333) + R127f.x);
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}
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activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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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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