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1.8.0 (cemu-project#52)
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* [DKCTF, BotW] Remove old shader edits, add TF 1.8 AA Removal

* [DKCTF] Actually remove old shaders

* EXZAP

* [DKCTF] version = 2

* [Shadows] version = 2

* [MK8] version = 2

* [Baeonetta] version = 2

* [XCX] version = 2

* [3D World] version = 2

* [Smash] version = 2

* [ROL] version = 2

* [Pikmin] version = 2

* [Tekken] version = 2

* [WindWaker] version = 2

* [TwilightPrincess] version = 2

* [NSMBU] version = 2
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ActualMandM authored May 24, 2017
1 parent 81e3592 commit 19bd76d
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Showing 338 changed files with 200 additions and 95,104 deletions.
1 change: 1 addition & 0 deletions Enhancement/BreathOfTheWild_HighResShadows/rules.txt
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[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - High Res Shadows"
version = 2

[TextureRedefine]
width = 360
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1 change: 1 addition & 0 deletions Enhancement/MK8_HighResShadows/rules.txt
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[Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00,ffffffff85887bc1
name = "Mario Kart 8 - High Res Shadows"
version = 2

[TextureRedefine]
width = 1024
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1 change: 1 addition & 0 deletions Enhancement/NSMBU_HighResShadows/rules.txt
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[Definition]
titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200
name = "New Super Mario Bros. U + New Super Luigi U - High Res Shadows"
version = 2

[TextureRedefine]
width = 1024
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1 change: 1 addition & 0 deletions Enhancement/NintendoLand_HighResShadows/rules.txt
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[Definition]
titleIds = 0005000010101F00,0005000010102000,0005000010102100
name = "Nintendo Land - High Res Shadows"
version = 2

[TextureRedefine]
width = 2048
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1 change: 1 addition & 0 deletions Enhancement/Smash_HighResShadows/rules.txt
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[Definition]
titleIds = 0005000010110E00,0005000010145000,0005000010144F00,ffffffffd72e798a
name = "Super Smash Bros. - High Res Shadows"
version = 2

[TextureRedefine]
width = 512
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1 change: 1 addition & 0 deletions Enhancement/Splatoon_HighResShadows/rules.txt
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[Definition]
titleIds = 0005000010176900,0005000010176A00,0005000010162B000
name = "Splatoon - High Res Shadows"
version = 2

[TextureRedefine]
width = 1024
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1 change: 1 addition & 0 deletions Enhancement/SuperMario3DWorld_HighResShadows/rules.txt
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[Definition]
titleIds = 0005000010145d00,0005000010145c00,0005000010106100,0005000010180600,0005000010180700,0005000010180500
name = "Super Mario 3D World + Captain Toad: Treasure Tracker - High Res Shadows"
version = 2

[TextureRedefine]
width = 1024
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1 change: 1 addition & 0 deletions Enhancement/TheWindWaker_HighResShadows/rules.txt
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[Definition]
titleIds = 0005000010143400,0005000010143600,0005000010143500
name = "The Wind Waker HD - High Res Shadows"
version = 2

[TextureRedefine]
width = 1024
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#version 400
#version 420
#extension GL_ARB_texture_gather : enable
// shader 6f6f8138f679c2d2 // AA fix Tropical freeze
// shader 10ccf0cc1234d069 // AA removal cemu 1.8
uniform ivec4 uf_remappedPS[2];
uniform sampler2D textureUnitPS0;// Tex0 addr 0xf55ae800 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4708800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
in vec4 passParameter0;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf55ae800 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4708800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
Expand All @@ -29,25 +30,23 @@ ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[31];
bool activeMaskStackC[32];
int activeMaskIndex = 0;
bool activeMaskStack[3];
bool activeMaskStackC[4];
activeMaskStack[0] = false;
activeMaskStack[1] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStackC[2] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
int loopStuckCounter = 0;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameter0);
//R1i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).wzxy);
R2i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyzw);
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
}
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#version 420
#extension GL_ARB_texture_gather : enable
// shader bafe6c9c37bfca4d // AA removal cemu 1.8 version
uniform ivec4 uf_remappedPS[2];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf55ae800 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4708800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[3];
bool activeMaskStackC[4];
activeMaskStack[0] = false;
activeMaskStack[1] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStackC[2] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;

}

This file was deleted.

3 changes: 2 additions & 1 deletion Enhancement/TropicalFreeze_AARemoval/rules.txt
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[Definition]
titleIds = 0005000010137F00,0005000010138300,0005000010144800
name = "Donkey Kong Country: Tropical Freeze - AA Removal" # v1.2 edge artifacts removed.
name = "Donkey Kong Country: Tropical Freeze - AA Removal"
version = 2
1 change: 1 addition & 0 deletions Enhancement/TwilightPrincess_HighResShadows/rules.txt
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[Definition]
titleIds = 000500001019C800,000500001019E600,000500001019E500
name = "Twilight Princess HD - High Res Shadows"
version = 2

[TextureRedefine]
width = 384
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1 change: 1 addition & 0 deletions Enhancement/XCX_HighResShadows/rules.txt
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[Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00,ffffffff0cd546a9
name = "Xenoblade Chronicles X - High Res Shadows"
version = 2

[TextureRedefine] #XCX shadow
width = 1024
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1 change: 1 addition & 0 deletions Enthusiast/Bayonetta2_2880p/rules.txt
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[Definition]
titleIds = 0005000010172600,0005000010172700,000500001011b900,000500001014db00,0005000010157e00,0005000010157f00
name = "Bayonetta 1 + 2 - 2880p (5K)"
version = 2

[TextureRedefine] # tv
width = 1280
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1 change: 1 addition & 0 deletions Enthusiast/Bayonetta2_4320p/rules.txt
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[Definition]
titleIds = 0005000010172600,0005000010172700,000500001011b900,000500001014db00,0005000010157e00,0005000010157f00
name = "Bayonetta 1 + 2 - 4320p (8K)"
version = 2

[TextureRedefine] # tv
width = 1280
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1 change: 1 addition & 0 deletions Enthusiast/Bayonetta2_5760p/rules.txt
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[Definition]
titleIds = 0005000010172600,0005000010172700,000500001011b900,000500001014db00,0005000010157e00,0005000010157f00
name = "Bayonetta 1 + 2 - 5760p (10K)"
version = 2

[TextureRedefine] # tv
width = 1280
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