mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-27 02:11:50 +01:00
Pulled recent changes, made mergeable with Slashiee's master, fixed Cemu 1.10.0 support
Cemu 1.10.0 made some changes which are causing the blur radius to be less on Cemu 1.10.0 due to a blur layer which changed size (for Mario kart 8). Can't do much about it. I used Cemu 1.10.0 as a guideline, but backwards compatibility is still here.
This commit is contained in:
parent
6a4494faa1
commit
02c824f327
@ -24,7 +24,6 @@ vec2 res = vec2( float(ires.x), float(ires.y) );
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int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
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vec4 R1f = vec4(0.0);
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float count = 0.0;
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for( int x=-r; x<=r; x++ ) {
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for( int y=-r; y<=r; y++ ) {
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if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
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@ -34,4 +33,5 @@ for( int x=-r; x<=r; x++ ) {
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}
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}
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passPixelColor0 = R1f/count;
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}
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}
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@ -24,7 +24,6 @@ vec2 res = vec2( float(ires.x), float(ires.y) );
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int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
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vec4 R1f = vec4(0.0);
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float count = 0.0;
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for( int x=-r; x<=r; x++ ) {
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for( int y=-r; y<=r; y++ ) {
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if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
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@ -34,4 +33,5 @@ for( int x=-r; x<=r; x++ ) {
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}
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}
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passPixelColor0 = R1f/count;
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}
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}
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@ -24,7 +24,6 @@ vec2 res = vec2( float(ires.x), float(ires.y) );
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int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
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vec4 R1f = vec4(0.0);
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float count = 0.0;
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for( int x=-r; x<=r; x++ ) {
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for( int y=-r; y<=r; y++ ) {
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if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
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@ -34,4 +33,5 @@ for( int x=-r; x<=r; x++ ) {
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}
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}
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passPixelColor0 = R1f/count;
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}
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}
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@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -4,6 +4,7 @@
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// Used for: Vertical Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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@ -14,7 +15,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -4,6 +4,7 @@
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// Used for: Vertical Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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@ -14,7 +15,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -4,6 +4,7 @@
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// Used for: Vertical Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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@ -14,7 +15,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -4,6 +4,7 @@
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// Used for: Vertical Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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@ -14,7 +15,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -6,45 +6,34 @@ version = 2
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[TextureRedefine] # tv
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width = 1280
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height = 720
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formatsExcluded = 0x816
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overwriteWidth = 5120
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overwriteHeight = 2880
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[TextureRedefine] # tv (increased depth)
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width = 1280
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height = 720
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formats = 0x816
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overwriteFormat = 0x823
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overwriteWidth = 5120
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overwriteHeight = 2880
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[TextureRedefine] # half-res alpha
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width = 640
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height = 360
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formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures
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overwriteWidth = 2560
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overwriteHeight = 1440
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[TextureRedefine] # half-res alpha (increased depth)
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width = 640
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height = 360
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formats = 0x816
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overwriteFormat = 0x823
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formatsExcluded = 0x41A,0x431 # exclude obvious textures
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overwriteWidth = 2560
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overwriteHeight = 1440
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[TextureRedefine] # quarter-res alpha
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width = 320
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height = 180
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formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures
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formatsExcluded = 0x41A,0x431 # exclude obvious textures
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overwriteWidth = 1280
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overwriteHeight = 720
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[TextureRedefine] # quarter-res alpha (increased depth)
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width = 320
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height = 180
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formats = 0x816
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overwriteFormat = 0x823
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[TextureRedefine] # half-res alpha (gamepad)
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width = 427
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height = 240
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formatsExcluded = 0x41A,0x431 # exclude obvious textures
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overwriteWidth = 1280
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overwriteHeight = 720
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[TextureRedefine] # half-res alpha (multiplayer)
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width = 424
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height = 240
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formatsExcluded = 0x41A,0x431 # exclude obvious textures
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overwriteWidth = 1280
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overwriteHeight = 720
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@ -64,18 +53,4 @@ overwriteHeight = 1440
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width = 848
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height = 480
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overwriteWidth = 2560
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overwriteHeight = 1440
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[TextureRedefine] # half-res alpha (gamepad)
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width = 427
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height = 240
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formatsExcluded = 0x41A,0x431 # exclude obvious textures
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overwriteWidth = 1280
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overwriteHeight = 720
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[TextureRedefine] # half-res alpha (multiplayer)
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width = 424
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height = 240
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formatsExcluded = 0x41A,0x431 # exclude obvious textures
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overwriteWidth = 1280
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overwriteHeight = 720
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overwriteHeight = 1440
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@ -4,6 +4,7 @@
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// Used for: Vertical Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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@ -14,7 +15,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -6,47 +6,36 @@ version = 2
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[TextureRedefine] # tv
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width = 1280
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height = 720
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formatsExcluded = 0x816
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overwriteWidth = 7680
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overwriteHeight = 4320
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[TextureRedefine] # tv (increased depth)
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width = 1280
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height = 720
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formats = 0x816
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overwriteFormat = 0x823
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overwriteWidth = 7680
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overwriteHeight = 4320
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[TextureRedefine] # half-res alpha
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width = 640
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height = 360
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formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures
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overwriteWidth = 3840
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overwriteHeight = 2160
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[TextureRedefine] # half-res alpha (increased depth)
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width = 640
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height = 360
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formats = 0x816
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overwriteFormat = 0x823
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formatsExcluded = 0x41A,0x431 # exclude obvious textures
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overwriteWidth = 3840
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overwriteHeight = 2160
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[TextureRedefine] # quarter-res alpha
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width = 320
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height = 180
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formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures
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formatsExcluded = 0x41A,0x431 # exclude obvious textures
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overwriteWidth = 1920
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overwriteHeight = 1080
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[TextureRedefine] # quarter-res alpha (increased depth)
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width = 320
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height = 180
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formats = 0x816
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overwriteFormat = 0x823
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overwriteWidth = 1920
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overwriteHeight = 1080
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[TextureRedefine] # half-res alpha (gamepad)
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width = 427
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height = 240
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formatsExcluded = 0x41A,0x431 # exclude obvious textures
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overwriteWidth = 1280
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overwriteHeight = 720
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[TextureRedefine] # half-res alpha (multiplayer)
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width = 424
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height = 240
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formatsExcluded = 0x41A,0x431 # exclude obvious textures
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overwriteWidth = 1280
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overwriteHeight = 720
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[TextureRedefine] # squid sisters
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width = 1024
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@ -64,18 +53,4 @@ overwriteHeight = 1440
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width = 848
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height = 480
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overwriteWidth = 2560
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overwriteHeight = 1440
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[TextureRedefine] # half-res alpha (gamepad)
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width = 427
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height = 240
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formatsExcluded = 0x41A,0x431 # exclude obvious textures
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overwriteWidth = 1280
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overwriteHeight = 720
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[TextureRedefine] # half-res alpha (multiplayer)
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width = 424
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height = 240
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formatsExcluded = 0x41A,0x431 # exclude obvious textures
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overwriteWidth = 1280
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overwriteHeight = 720
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overwriteHeight = 1440
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@ -4,6 +4,7 @@
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// Used for: Vertical Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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@ -14,7 +15,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -6,47 +6,36 @@ version = 2
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[TextureRedefine] # tv
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width = 1280
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height = 720
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formatsExcluded = 0x816
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overwriteWidth = 10240
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overwriteHeight = 5760
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[TextureRedefine] # tv (increased depth)
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width = 1280
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height = 720
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formats = 0x816
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overwriteFormat = 0x823
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overwriteWidth = 10240
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overwriteHeight = 5760
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[TextureRedefine] # half-res alpha
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width = 640
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height = 360
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formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures
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overwriteWidth = 5120
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overwriteHeight = 2880
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[TextureRedefine] # half-res alpha (increased depth)
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width = 640
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height = 360
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formats = 0x816
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overwriteFormat = 0x823
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formatsExcluded = 0x41A,0x431 # exclude obvious textures
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overwriteWidth = 5120
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overwriteHeight = 2880
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[TextureRedefine] # quarter-res alpha
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width = 320
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height = 180
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formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures
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formatsExcluded = 0x41A,0x431 # exclude obvious textures
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overwriteWidth = 2560
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overwriteHeight = 1440
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[TextureRedefine] # quarter-res alpha (increased depth)
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width = 320
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height = 180
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formats = 0x816
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overwriteFormat = 0x823
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overwriteWidth = 2560
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overwriteHeight = 1440
|
||||
[TextureRedefine] # half-res alpha (gamepad)
|
||||
width = 427
|
||||
height = 240
|
||||
formatsExcluded = 0x41A,0x431 # exclude obvious textures
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 720
|
||||
|
||||
[TextureRedefine] # half-res alpha (multiplayer)
|
||||
width = 424
|
||||
height = 240
|
||||
formatsExcluded = 0x41A,0x431 # exclude obvious textures
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 720
|
||||
|
||||
[TextureRedefine] # squid sisters
|
||||
width = 1024
|
||||
@ -64,18 +53,4 @@ overwriteHeight = 1440
|
||||
width = 848
|
||||
height = 480
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1440
|
||||
|
||||
[TextureRedefine] # half-res alpha (gamepad)
|
||||
width = 427
|
||||
height = 240
|
||||
formatsExcluded = 0x41A,0x431 # exclude obvious textures
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 720
|
||||
|
||||
[TextureRedefine] # half-res alpha (multiplayer)
|
||||
width = 424
|
||||
height = 240
|
||||
formatsExcluded = 0x41A,0x431 # exclude obvious textures
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 720
|
||||
overwriteHeight = 1440
|
@ -24,7 +24,6 @@ vec2 res = vec2( float(ires.x), float(ires.y) );
|
||||
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
||||
vec4 R1f = vec4(0.0);
|
||||
float count = 0.0;
|
||||
|
||||
for( int x=-r; x<=r; x++ ) {
|
||||
for( int y=-r; y<=r; y++ ) {
|
||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||
@ -34,4 +33,5 @@ for( int x=-r; x<=r; x++ ) {
|
||||
}
|
||||
}
|
||||
passPixelColor0 = R1f/count;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -24,7 +24,6 @@ vec2 res = vec2( float(ires.x), float(ires.y) );
|
||||
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
||||
vec4 R1f = vec4(0.0);
|
||||
float count = 0.0;
|
||||
|
||||
for( int x=-r; x<=r; x++ ) {
|
||||
for( int y=-r; y<=r; y++ ) {
|
||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||
@ -34,4 +33,5 @@ for( int x=-r; x<=r; x++ ) {
|
||||
}
|
||||
}
|
||||
passPixelColor0 = R1f/count;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -24,7 +24,6 @@ vec2 res = vec2( float(ires.x), float(ires.y) );
|
||||
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
||||
vec4 R1f = vec4(0.0);
|
||||
float count = 0.0;
|
||||
|
||||
for( int x=-r; x<=r; x++ ) {
|
||||
for( int y=-r; y<=r; y++ ) {
|
||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||
@ -34,4 +33,5 @@ for( int x=-r; x<=r; x++ ) {
|
||||
}
|
||||
}
|
||||
passPixelColor0 = R1f/count;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -23,17 +23,15 @@ ivec2 ires = textureSize(textureUnitPS0,0);
|
||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
||||
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
||||
vec4 R1f = vec4(0.0);
|
||||
|
||||
for (int i=0; i<r; i++) {
|
||||
float m = (1-r)/2 + float(i);
|
||||
for (int k=0; k<r; k++){
|
||||
float n = (1-r)/2 + float(k);
|
||||
R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
|
||||
float count = 0.0;
|
||||
for( int x=-r; x<=r; x++ ) {
|
||||
for( int y=-r; y<=r; y++ ) {
|
||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||
R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
|
||||
count += 1.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
|
||||
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
|
||||
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
|
||||
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
|
||||
passPixelColor0 = R1f;
|
||||
}
|
||||
passPixelColor0 = R1f/count;
|
||||
}
|
||||
|
||||
|
@ -23,17 +23,15 @@ ivec2 ires = textureSize(textureUnitPS0,0);
|
||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
||||
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
||||
vec4 R1f = vec4(0.0);
|
||||
|
||||
for (int i=0; i<r; i++) {
|
||||
float m = (1-r)/2 + float(i);
|
||||
for (int k=0; k<r; k++){
|
||||
float n = (1-r)/2 + float(k);
|
||||
R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
|
||||
float count = 0.0;
|
||||
for( int x=-r; x<=r; x++ ) {
|
||||
for( int y=-r; y<=r; y++ ) {
|
||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||
R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
|
||||
count += 1.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
|
||||
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
|
||||
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
|
||||
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
|
||||
passPixelColor0 = R1f;
|
||||
}
|
||||
passPixelColor0 = R1f/count;
|
||||
}
|
||||
|
||||
|
@ -23,17 +23,15 @@ ivec2 ires = textureSize(textureUnitPS0,0);
|
||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
||||
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
||||
vec4 R1f = vec4(0.0);
|
||||
|
||||
for (int i=0; i<r; i++) {
|
||||
float m = (1-r)/2 + float(i);
|
||||
for (int k=0; k<r; k++){
|
||||
float n = (1-r)/2 + float(k);
|
||||
R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
|
||||
float count = 0.0;
|
||||
for( int x=-r; x<=r; x++ ) {
|
||||
for( int y=-r; y<=r; y++ ) {
|
||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||
R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
|
||||
count += 1.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
|
||||
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
|
||||
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
|
||||
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
|
||||
passPixelColor0 = R1f;
|
||||
}
|
||||
passPixelColor0 = R1f/count;
|
||||
}
|
||||
|
||||
|
@ -23,17 +23,15 @@ ivec2 ires = textureSize(textureUnitPS0,0);
|
||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
||||
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
||||
vec4 R1f = vec4(0.0);
|
||||
|
||||
for (int i=0; i<r; i++) {
|
||||
float m = (1-r)/2 + float(i);
|
||||
for (int k=0; k<r; k++){
|
||||
float n = (1-r)/2 + float(k);
|
||||
R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
|
||||
float count = 0.0;
|
||||
for( int x=-r; x<=r; x++ ) {
|
||||
for( int y=-r; y<=r; y++ ) {
|
||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||
R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
|
||||
count += 1.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
|
||||
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
|
||||
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
|
||||
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
|
||||
passPixelColor0 = R1f;
|
||||
}
|
||||
passPixelColor0 = R1f/count;
|
||||
}
|
||||
|
||||
|
@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -4,6 +4,7 @@
|
||||
// Used for: Vertical Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
@ -14,7 +15,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -4,6 +4,7 @@
|
||||
// Used for: Vertical Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
@ -14,7 +15,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -4,6 +4,7 @@
|
||||
// Used for: Vertical Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
@ -14,7 +15,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -15,7 +15,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -15,7 +15,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -3,21 +3,11 @@ titleIds = 000500001010ec00,000500001010ed00,000500001010eb00,ffffffff85887bc1
|
||||
name = "Mario Kart 8 - 3840x2160"
|
||||
version = 2
|
||||
|
||||
# Main Screen Resolution better color depth
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x19,0x1a
|
||||
overwriteFormat = 0x1f
|
||||
tileModesExcluded = 0x001
|
||||
overwriteWidth = 3840
|
||||
overwriteHeight = 2160
|
||||
|
||||
# Main Screen Resolution
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
height = 720
|
||||
formatsExcluded = 0x41A,0x431,0x19,0x1a # exclude the intro background texture, race end background
|
||||
formatsExcluded = 0x41A,0x431 # exclude the intro background texture, race end background
|
||||
overwriteWidth = 3840
|
||||
overwriteHeight = 2160
|
||||
|
||||
|
@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -4,6 +4,7 @@
|
||||
// Used for: Vertical Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
@ -14,7 +15,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -6,45 +6,20 @@ version = 2
|
||||
[TextureRedefine] # tv
|
||||
width = 1280
|
||||
height = 720
|
||||
formatsExcluded = 0x816
|
||||
overwriteWidth = 1920
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # tv (increased depth)
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x816
|
||||
overwriteFormat = 0x823
|
||||
overwriteWidth = 1920
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # half-res alpha
|
||||
width = 640
|
||||
height = 360
|
||||
formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures
|
||||
overwriteWidth = 960
|
||||
overwriteHeight = 540
|
||||
|
||||
[TextureRedefine] # half-res alpha (increased depth)
|
||||
width = 640
|
||||
height = 360
|
||||
formats = 0x816
|
||||
overwriteFormat = 0x823
|
||||
formatsExcluded = 0x41A,0x431 # exclude obvious textures
|
||||
overwriteWidth = 960
|
||||
overwriteHeight = 540
|
||||
|
||||
[TextureRedefine] # quarter-res alpha
|
||||
width = 320
|
||||
height = 180
|
||||
formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures
|
||||
overwriteWidth = 480
|
||||
overwriteHeight = 270
|
||||
|
||||
[TextureRedefine] # quarter-res alpha (increased depth)
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x816
|
||||
overwriteFormat = 0x823
|
||||
formatsExcluded = 0x41A,0x431 # exclude obvious textures
|
||||
overwriteWidth = 480
|
||||
overwriteHeight = 270
|
||||
|
||||
|
@ -4,6 +4,7 @@
|
||||
// Used for: Vertical Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
@ -14,7 +15,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -6,45 +6,20 @@ version = 2
|
||||
[TextureRedefine] # tv
|
||||
width = 1280
|
||||
height = 720
|
||||
formatsExcluded = 0x816
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # tv (increased depth)
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x816
|
||||
overwriteFormat = 0x823
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # half-res alpha
|
||||
width = 640
|
||||
height = 360
|
||||
formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 540
|
||||
|
||||
[TextureRedefine] # half-res alpha (increased depth)
|
||||
width = 640
|
||||
height = 360
|
||||
formats = 0x816
|
||||
overwriteFormat = 0x823
|
||||
formatsExcluded = 0x41A,0x431 # exclude obvious textures
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 540
|
||||
|
||||
[TextureRedefine] # quarter-res alpha
|
||||
width = 320
|
||||
height = 180
|
||||
formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 270
|
||||
|
||||
[TextureRedefine] # quarter-res alpha (increased depth)
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x816
|
||||
overwriteFormat = 0x823
|
||||
formatsExcluded = 0x41A,0x431 # exclude obvious textures
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 270
|
||||
|
||||
|
@ -4,6 +4,7 @@
|
||||
// Used for: Vertical Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
@ -14,7 +15,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -6,45 +6,20 @@ version = 2
|
||||
[TextureRedefine] # tv
|
||||
width = 1280
|
||||
height = 720
|
||||
formatsExcluded = 0x816
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1440
|
||||
|
||||
[TextureRedefine] # tv (increased depth)
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x816
|
||||
overwriteFormat = 0x823
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1440
|
||||
|
||||
[TextureRedefine] # half-res alpha
|
||||
width = 640
|
||||
height = 360
|
||||
formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 720
|
||||
|
||||
[TextureRedefine] # half-res alpha (increased depth)
|
||||
width = 640
|
||||
height = 360
|
||||
formats = 0x816
|
||||
overwriteFormat = 0x823
|
||||
formatsExcluded = 0x41A,0x431 # exclude obvious textures
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 720
|
||||
|
||||
[TextureRedefine] # quarter-res alpha
|
||||
width = 320
|
||||
height = 180
|
||||
formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 360
|
||||
|
||||
[TextureRedefine] # quarter-res alpha (increased depth)
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x816
|
||||
overwriteFormat = 0x823
|
||||
formatsExcluded = 0x41A,0x431 # exclude obvious textures
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 360
|
||||
|
||||
|
@ -4,6 +4,7 @@
|
||||
// Used for: Vertical Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
@ -14,7 +15,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -6,45 +6,20 @@ version = 2
|
||||
[TextureRedefine] # tv
|
||||
width = 1280
|
||||
height = 720
|
||||
formatsExcluded = 0x816
|
||||
overwriteWidth = 3200
|
||||
overwriteHeight = 1800
|
||||
|
||||
[TextureRedefine] # tv (increased depth)
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x816
|
||||
overwriteFormat = 0x823
|
||||
overwriteWidth = 3200
|
||||
overwriteHeight = 1800
|
||||
|
||||
[TextureRedefine] # half-res alpha
|
||||
width = 640
|
||||
height = 360
|
||||
formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures
|
||||
overwriteWidth = 1600
|
||||
overwriteHeight = 900
|
||||
|
||||
[TextureRedefine] # half-res alpha (increased depth)
|
||||
width = 640
|
||||
height = 360
|
||||
formats = 0x816
|
||||
overwriteFormat = 0x823
|
||||
formatsExcluded = 0x41A,0x431 # exclude obvious textures
|
||||
overwriteWidth = 1600
|
||||
overwriteHeight = 900
|
||||
|
||||
[TextureRedefine] # quarter-res alpha
|
||||
width = 320
|
||||
height = 180
|
||||
formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures
|
||||
overwriteWidth = 800
|
||||
overwriteHeight = 450
|
||||
|
||||
[TextureRedefine] # quarter-res alpha (increased depth)
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x816
|
||||
overwriteFormat = 0x823
|
||||
formatsExcluded = 0x41A,0x431 # exclude obvious textures
|
||||
overwriteWidth = 800
|
||||
overwriteHeight = 450
|
||||
|
||||
|
@ -4,6 +4,7 @@
|
||||
// Used for: Vertical Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
@ -14,7 +15,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519)
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -6,54 +6,20 @@ version = 2
|
||||
[TextureRedefine] # tv
|
||||
width = 1280
|
||||
height = 720
|
||||
formatsExcluded = 0x816,0x19,0x1a
|
||||
overwriteWidth = 3840
|
||||
overwriteHeight = 2160
|
||||
|
||||
[TextureRedefine] #TV
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x19,0x1a
|
||||
overwriteFormat = 0x1f
|
||||
tileModesExcluded = 0x001
|
||||
overwriteWidth = 3840
|
||||
overwriteHeight = 2160
|
||||
|
||||
[TextureRedefine] # tv (increased depth)
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x816
|
||||
overwriteFormat = 0x823
|
||||
overwriteWidth = 3840
|
||||
overwriteHeight = 2160
|
||||
|
||||
[TextureRedefine] # half-res alpha
|
||||
width = 640
|
||||
height = 360
|
||||
formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures
|
||||
overwriteWidth = 1920
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # half-res alpha (increased depth)
|
||||
width = 640
|
||||
height = 360
|
||||
formats = 0x816
|
||||
overwriteFormat = 0x823
|
||||
formatsExcluded = 0x41A,0x431 # exclude obvious textures
|
||||
overwriteWidth = 1920
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # quarter-res alpha
|
||||
width = 320
|
||||
height = 180
|
||||
formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures
|
||||
overwriteWidth = 960
|
||||
overwriteHeight = 540
|
||||
|
||||
[TextureRedefine] # quarter-res alpha (increased depth)
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x816
|
||||
overwriteFormat = 0x823
|
||||
formatsExcluded = 0x41A,0x431 # exclude obvious textures
|
||||
overwriteWidth = 960
|
||||
overwriteHeight = 540
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user