Update Wii U shader files

This commit is contained in:
Clownacy 2020-09-23 19:56:50 +01:00
parent 87da82a500
commit 530dab7bab
5 changed files with 50 additions and 26 deletions

View file

@ -13,10 +13,11 @@
00 TEX: ADDR(48) CNT(1) VALID_PIX
0 SAMPLE R0.___x, R0.xy0x, t0, s0
01 ALU: ADDR(32) CNT(6)
1 x: MUL R0.x, C0.x, 1.0f
y: MUL R0.y, C0.y, 1.0f
z: MUL R0.z, C0.z, 1.0f
01 ALU: ADDR(32) CNT(4)
1 x: MOV R0.x, C0.x
y: MOV R0.y, C0.y
z: MOV R0.z, C0.z
w: MUL R0.w, R0.w, C0.w
02 EXP_DONE: PIX0, R0
END_OF_PROGRAM

View file

@ -1,6 +1,7 @@
#version 150 core
layout(location = 0) uniform vec2 vertex_transform;
layout(location = 0) in vec4 input_vertex_coordinates;
void main()
{
gl_Position = input_vertex_coordinates;
gl_Position = vec4(input_vertex_coordinates.x * vertex_transform.x - 1.0f, input_vertex_coordinates.y * vertex_transform.y + 1.0f, input_vertex_coordinates.zw);
}

View file

@ -1,20 +1,30 @@
; $MODE = "UniformRegister"
; $UNIFORM_VARS[0].name = "vertex_transform"
; $UNIFORM_VARS[0].type = "vec2"
; $UNIFORM_VARS[0].count = 1
; $UNIFORM_VARS[0].offset = 0
; $UNIFORM_VARS[0].block = -1
; $ATTRIB_VARS[0].name = "input_vertex_coordinates"
; $ATTRIB_VARS[0].type = "vec2"
; $ATTRIB_VARS[0].location = 0
; $NUM_SPI_VS_OUT_ID = 1
; $SPI_VS_OUT_ID[0].SEMANTIC_0 = 0
00 CALL_FS NO_BARRIER
01 EXP_DONE: POS0, R1
02 EXP_DONE: PARAM0, R0.____
03 ALU: ADDR(32) CNT(1)
0 x: NOP ____
04 NOP NO_BARRIER
01 ALU: ADDR(32) CNT(7)
0 x: MUL ____, R1.y, C0.y
y: MUL ____, R1.x, C0.x
z: MOV R1.z, R1.z
w: MOV R1.w, R1.w
1 x: ADD R1.x, PV0.y, -1.0f
y: ADD R1.y, PV0.x, 1.0f
02 EXP_DONE: POS0, R1
03 EXP_DONE: PARAM0, R0.____
04 ALU: ADDR(39) CNT(1)
2 x: NOP ____
05 NOP NO_BARRIER
END_OF_PROGRAM

View file

@ -1,10 +1,11 @@
#version 150 core
layout(location = 0) uniform vec2 texture_coordinate_transform;
layout(location = 0) uniform vec2 vertex_transform;
layout(location = 1) uniform vec2 texture_coordinate_transform;
layout(location = 0) in vec4 input_vertex_coordinates;
layout(location = 1) in vec2 input_texture_coordinates;
out vec2 texture_coordinates;
void main()
{
gl_Position = input_vertex_coordinates;
gl_Position = vec4(input_vertex_coordinates.x * vertex_transform.x - 1.0f, input_vertex_coordinates.y * vertex_transform.y + 1.0f, input_vertex_coordinates.zw);
texture_coordinates = input_texture_coordinates * texture_coordinate_transform;
}

View file

@ -1,10 +1,15 @@
; $MODE = "UniformRegister"
; $UNIFORM_VARS[0].name = "texture_coordinate_transform"
; $UNIFORM_VARS[0].name = "vertex_transform"
; $UNIFORM_VARS[0].type = "vec2"
; $UNIFORM_VARS[0].count = 1
; $UNIFORM_VARS[0].offset = 0
; $UNIFORM_VARS[0].offset = 4
; $UNIFORM_VARS[0].block = -1
; $UNIFORM_VARS[1].name = "texture_coordinate_transform"
; $UNIFORM_VARS[1].type = "vec2"
; $UNIFORM_VARS[1].count = 1
; $UNIFORM_VARS[1].offset = 0
; $UNIFORM_VARS[1].block = -1
; $ATTRIB_VARS[0].name = "input_texture_coordinates"
; $ATTRIB_VARS[0].type = "vec2"
@ -17,13 +22,19 @@
; $SPI_VS_OUT_ID[0].SEMANTIC_0 = 0
00 CALL_FS NO_BARRIER
01 ALU: ADDR(32) CNT(2)
0 x: MUL R1.x, R1.x, C0.x
y: MUL R1.y, R1.y, C0.y
02 EXP_DONE: POS0, R2
03 EXP_DONE: PARAM0, R1.xyzz NO_BARRIER
04 ALU: ADDR(34) CNT(1)
1 x: NOP ____
01 ALU: ADDR(32) CNT(9)
0 x: MUL R0.x, R1.x, C0.x
y: MUL R0.y, R1.y, C0.y
z: MUL ____, R2.y, C1.y VEC_120
w: MUL ____, R2.x, C1.x VEC_120
t: MOV R1.z, R2.z
1 x: ADD R1.x, PV0.w, -1.0f
y: ADD R1.y, PV0.z, 1.0f
w: MOV R1.w, R2.w
02 EXP_DONE: POS0, R1
03 EXP_DONE: PARAM0, R0.xyzz NO_BARRIER
04 ALU: ADDR(41) CNT(1)
2 x: NOP ____
05 NOP NO_BARRIER
END_OF_PROGRAM