ref: 530dab7bab4398f255210685046bae13c9946112
parent: 87da82a500834b9458257ed608f91fb3d392a1cb
author: Clownacy <Clownacy@users.noreply.github.com>
date: Wed Sep 23 15:56:50 EDT 2020
Update Wii U shader files
--- a/src/Backends/Rendering/WiiUShaders/shader sources/glyph.psh
+++ b/src/Backends/Rendering/WiiUShaders/shader sources/glyph.psh
@@ -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
+
--- a/src/Backends/Rendering/WiiUShaders/shader sources/plain.vert
+++ b/src/Backends/Rendering/WiiUShaders/shader sources/plain.vert
@@ -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);
}
--- a/src/Backends/Rendering/WiiUShaders/shader sources/plain.vsh
+++ b/src/Backends/Rendering/WiiUShaders/shader sources/plain.vsh
@@ -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
-
-
-
-
-
--- a/src/Backends/Rendering/WiiUShaders/shader sources/texture.vert
+++ b/src/Backends/Rendering/WiiUShaders/shader sources/texture.vert
@@ -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;
}
--- a/src/Backends/Rendering/WiiUShaders/shader sources/texture.vsh
+++ b/src/Backends/Rendering/WiiUShaders/shader sources/texture.vsh
@@ -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