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https://github.com/cemu-project/cemu_graphic_packs.git
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[MK8] Add LOD, radial Blur
Original blur really need more samples above 1080p ...in every racing game.
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91
Enhancements/MarioKart8_NegativeLOD/rules.txt
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91
Enhancements/MarioKart8_NegativeLOD/rules.txt
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[Definition]
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titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
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name = Texture level of detail
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path = "Mario Kart 8/Enhancements/Negative Texture LOD"
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description = Sharper textures at risk of shimmering when set too high.
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version = 4
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[Preset]
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name = LOD -0.5 (Sharper)
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$0x031 = -.5
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$0x033 = -.5
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$0x034 = -.5
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$0x035 = -.5
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$0x01a = -.5
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$0x431 = -.5
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$0x235 = -.5
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$0x433 = -.5
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[Preset]
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name = LOD -0.75 (Sharper)
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$0x031 = -.75
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$0x033 = -.75
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$0x034 = -.75
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$0x035 = -.75
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$0x01a = -.75
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$0x431 = -.75
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$0x235 = -.75
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$0x433 = -.75
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[Preset]
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name = LOD -1 (Max for gameplay)
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$0x031 = -1
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$0x033 = -1
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$0x034 = -1
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$0x035 = -1
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$0x01a = -1
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$0x431 = -1
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$0x235 = -1
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$0x433 = -1
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[Preset]
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name = LOD -4 (Overkill - For screenshots)
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$0x031 = -4
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$0x033 = -4
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$0x034 = -4
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$0x035 = -4
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$0x01a = -4
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$0x431 = -4
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$0x235 = -4
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$0x433 = -4
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[Preset]
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name = LOD 0 Default
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$0x031 = 0
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$0x033 = 0
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$0x034 = 0
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$0x035 = 0
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$0x01a = 0
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$0x431 = 0
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$0x235 = 0
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$0x433 = 0
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[Preset]
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name = LOD +1(Aprox WiiU Look on higher resolution)
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$0x031 = +1
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$0x033 = +1
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$0x034 = +1
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$0x035 = +1
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$0x01a = 0
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$0x431 = +1
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$0x235 = +1
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$0x433 = +1
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[TextureRedefine]
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formats = 0x031 #0x431,0x432,0x433,0x434,0x435 not used.
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overwriteRelativeLodBias = $0x031
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[TextureRedefine]#Per format, possible to have separate scaling if needed
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formats = 0x033
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overwriteRelativeLodBias = $0x033
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[TextureRedefine]
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formats = 0x034
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overwriteRelativeLodBias = $0x034
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[TextureRedefine]
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formats = 0x035
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overwriteRelativeLodBias = $0x035
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[TextureRedefine]
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formats = 0x01a
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overwriteRelativeLodBias = $0x01a
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@ -0,0 +1,149 @@
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#version 430
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader fdf33c607cd1d737 //Radial blur replacement
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 2) in vec4 passParameterSem2;
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layout(location = 3) in vec4 passParameterSem3;
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layout(location = 0) out vec4 passPixelColor0;
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// end of shader inputs/outputs
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float blurStart = $blurStart;
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float blurWidth = $blurWidth;
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const int nsamples = $nrOfPasses ; //original had aprox 8 at 640x240
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R7f = vec4(0.0);
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vec4 colour = vec4(0.0);
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vec2 center = vec2(0.5, 0.5);
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vec4 R123f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R1f = passParameterSem1;
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R2f = passParameterSem2;
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R3f = passParameterSem3;
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vec2 coord = -1.0 + R0f.xy;
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vec2 ps = vec2(1.0)*uf_fragCoordScale.xy / textureSize(textureUnitPS0, 0);
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vec2 uv = gl_FragCoord.xy *2.0 / textureSize(textureUnitPS0, 0);
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//Simle radial blur jcant0n, shadertoy.com
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uv -= center;
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float precompute = blurWidth * (1.0 / float(nsamples - 1));
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for(int i = 0; i < nsamples; i++)
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{
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float scale = blurStart + (float(i)* precompute);
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colour += texture(textureUnitPS0, uv* scale + center );
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}
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colour /= float(nsamples);
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//passPixelColor0 = colour;
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R4f.xyz = colour.xyz;
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R0f.xyz = R4f.xyz;
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R5f.xyz = R4f.xyz;
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R1f.xyz = R4f.xyz;
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R6f.xyz = R4f.xyz;
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R2f.xyz = R4f.xyz;
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R7f.xyz = R4f.xyz;
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R3f.xyz = R4f.xyz;
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// 0
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PV0f.x = R4f.y * intBitsToFloat(0x3e000000);
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PV0f.y = R4f.x * intBitsToFloat(0x3e000000);
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PV0f.w = R4f.z * intBitsToFloat(0x3e000000);
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R4f.w = 1.0;
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PS0f = R4f.w;
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// 1
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R123f.x = (R0f.z * intBitsToFloat(0x3e000000) + PV0f.w);
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PV1f.x = R123f.x;
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R123f.y = (R0f.y * intBitsToFloat(0x3e000000) + PV0f.x);
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PV1f.y = R123f.y;
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R123f.z = (R0f.x * intBitsToFloat(0x3e000000) + PV0f.y);
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PV1f.z = R123f.z;
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// 2
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R123f.x = (R5f.z * intBitsToFloat(0x3e000000) + PV1f.x);
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PV0f.x = R123f.x;
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R123f.z = (R5f.y * intBitsToFloat(0x3e000000) + PV1f.y);
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PV0f.z = R123f.z;
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R123f.w = (R5f.x * intBitsToFloat(0x3e000000) + PV1f.z);
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PV0f.w = R123f.w;
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// 3
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R123f.x = (R1f.y * intBitsToFloat(0x3e000000) + PV0f.z);
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PV1f.x = R123f.x;
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R123f.y = (R1f.x * intBitsToFloat(0x3e000000) + PV0f.w);
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PV1f.y = R123f.y;
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R123f.w = (R1f.z * intBitsToFloat(0x3e000000) + PV0f.x);
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PV1f.w = R123f.w;
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// 4
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R123f.y = (R6f.y * intBitsToFloat(0x3e000000) + PV1f.x);
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PV0f.y = R123f.y;
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R123f.z = (R6f.x * intBitsToFloat(0x3e000000) + PV1f.y);
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PV0f.z = R123f.z;
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R123f.w = (R6f.z * intBitsToFloat(0x3e000000) + PV1f.w);
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PV0f.w = R123f.w;
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// 5
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R123f.x = (R2f.x * intBitsToFloat(0x3e000000) + PV0f.z);
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PV1f.x = R123f.x;
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R123f.z = (R2f.z * intBitsToFloat(0x3e000000) + PV0f.w);
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PV1f.z = R123f.z;
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R123f.w = (R2f.y * intBitsToFloat(0x3e000000) + PV0f.y);
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PV1f.w = R123f.w;
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// 6
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R123f.x = (R7f.y * intBitsToFloat(0x3e000000) + PV1f.w);
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PV0f.x = R123f.x;
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R123f.y = (R7f.x * intBitsToFloat(0x3e000000) + PV1f.x);
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PV0f.y = R123f.y;
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R123f.w = (R7f.z * intBitsToFloat(0x3e000000) + PV1f.z);
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PV0f.w = R123f.w;
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// 7
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R4f.x = (R3f.x * intBitsToFloat(0x3e000000) + PV0f.y);
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R4f.y = (R3f.y * intBitsToFloat(0x3e000000) + PV0f.x);
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R4f.z = (R3f.z * intBitsToFloat(0x3e000000) + PV0f.w);
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// export
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passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
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}
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24
Enhancements/MarioKart8_SmothSpeedBlur/rules.txt
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24
Enhancements/MarioKart8_SmothSpeedBlur/rules.txt
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[Definition]
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titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
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name = Smooth speed blur
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path = "Mario Kart 8/Enhancements/Smoother speed blur"
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description = Smoother speed blur (radial), more GPU intensive
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version = 4
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[Preset] #twice the samples
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name = Original speed feel (16 pass)
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$nrOfPasses:int = 16
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$blurStart:float = 0.93
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$blurWidth:float = 0.1
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[Preset]
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name = Smooth half original (8 pass)
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$nrOfPasses:int = 8
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$blurStart:float = 0.975
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$blurWidth:float = 0.025
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[Preset] #3 times
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name = Original speed feel smoother (24 pass)
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$nrOfPasses:int = 24
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$blurStart:float = 0.93
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$blurWidth:float = 0.1
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