We could implement shader for the BFRES Ripper with the BFSHA Files.
I have found in the files there are an AGL Library uses OpenGl for shaders and the Latte Graphics (modified https://nintendoculture.wordpress.com/20...e6760-gpu/ , http://www.techpowerup.com/gpudb/1903/wii-u-gpu.html) don't support DirectX so he probably use Opengl for rendering with this library.
(file agl_resource_cafe.sharcfb could use this : https://github.com/philiphubbard/Agl and Sharc Archive of shaders : https://github.com/pinkwerks/maya/blob/m...s/sharc.py)
There are 24 shaders used (RenderAlbedo, RenderFinFur, RenderMaterialIce,RenderMaterialWater ...)
I have found some references in the renders (in a hexadecimal editor) of shader words (Albedo for main texture, alpha_mask, shape, MainTextureOffset and MainTextureScale, EmissionType, SpecularType, DiffuseColor ,NormalMap ,Refraction ...)
This could help for shader support ... but is possible that thre is mistakes
EDIT : I have found also the AGL Library is used also for FX, Lights and Shadows.
I have found in the files there are an AGL Library uses OpenGl for shaders and the Latte Graphics (modified https://nintendoculture.wordpress.com/20...e6760-gpu/ , http://www.techpowerup.com/gpudb/1903/wii-u-gpu.html) don't support DirectX so he probably use Opengl for rendering with this library.
(file agl_resource_cafe.sharcfb could use this : https://github.com/philiphubbard/Agl and Sharc Archive of shaders : https://github.com/pinkwerks/maya/blob/m...s/sharc.py)
There are 24 shaders used (RenderAlbedo, RenderFinFur, RenderMaterialIce,RenderMaterialWater ...)
I have found some references in the renders (in a hexadecimal editor) of shader words (Albedo for main texture, alpha_mask, shape, MainTextureOffset and MainTextureScale, EmissionType, SpecularType, DiffuseColor ,NormalMap ,Refraction ...)
This could help for shader support ... but is possible that thre is mistakes
EDIT : I have found also the AGL Library is used also for FX, Lights and Shadows.