[MK8] Add LOD, radial Blur

Original blur really need more samples above 1080p  ...in every racing
game.
This commit is contained in:
getdls 2020-01-16 01:07:00 +01:00
parent feee4f3f8c
commit 0e266fec6f
3 changed files with 264 additions and 0 deletions

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[Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = Texture level of detail
path = "Mario Kart 8/Enhancements/Negative Texture LOD"
description = Sharper textures at risk of shimmering when set too high.
version = 4
[Preset]
name = LOD -0.5 (Sharper)
$0x031 = -.5
$0x033 = -.5
$0x034 = -.5
$0x035 = -.5
$0x01a = -.5
$0x431 = -.5
$0x235 = -.5
$0x433 = -.5
[Preset]
name = LOD -0.75 (Sharper)
$0x031 = -.75
$0x033 = -.75
$0x034 = -.75
$0x035 = -.75
$0x01a = -.75
$0x431 = -.75
$0x235 = -.75
$0x433 = -.75
[Preset]
name = LOD -1 (Max for gameplay)
$0x031 = -1
$0x033 = -1
$0x034 = -1
$0x035 = -1
$0x01a = -1
$0x431 = -1
$0x235 = -1
$0x433 = -1
[Preset]
name = LOD -4 (Overkill - For screenshots)
$0x031 = -4
$0x033 = -4
$0x034 = -4
$0x035 = -4
$0x01a = -4
$0x431 = -4
$0x235 = -4
$0x433 = -4
[Preset]
name = LOD 0 Default
$0x031 = 0
$0x033 = 0
$0x034 = 0
$0x035 = 0
$0x01a = 0
$0x431 = 0
$0x235 = 0
$0x433 = 0
[Preset]
name = LOD +1(Aprox WiiU Look on higher resolution)
$0x031 = +1
$0x033 = +1
$0x034 = +1
$0x035 = +1
$0x01a = 0
$0x431 = +1
$0x235 = +1
$0x433 = +1
[TextureRedefine]
formats = 0x031 #0x431,0x432,0x433,0x434,0x435 not used.
overwriteRelativeLodBias = $0x031
[TextureRedefine]#Per format, possible to have separate scaling if needed
formats = 0x033
overwriteRelativeLodBias = $0x033
[TextureRedefine]
formats = 0x034
overwriteRelativeLodBias = $0x034
[TextureRedefine]
formats = 0x035
overwriteRelativeLodBias = $0x035
[TextureRedefine]
formats = 0x01a
overwriteRelativeLodBias = $0x01a

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#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader fdf33c607cd1d737 //Radial blur replacement
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform vec4 uf_fragCoordScale;
};
#else
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem2;
layout(location = 3) in vec4 passParameterSem3;
layout(location = 0) out vec4 passPixelColor0;
// end of shader inputs/outputs
float blurStart = $blurStart;
float blurWidth = $blurWidth;
const int nsamples = $nrOfPasses ; //original had aprox 8 at 640x240
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 colour = vec4(0.0);
vec2 center = vec2(0.5, 0.5);
vec4 R123f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem2;
R3f = passParameterSem3;
vec2 coord = -1.0 + R0f.xy;
vec2 ps = vec2(1.0)*uf_fragCoordScale.xy / textureSize(textureUnitPS0, 0);
vec2 uv = gl_FragCoord.xy *2.0 / textureSize(textureUnitPS0, 0);
//Simle radial blur jcant0n, shadertoy.com
uv -= center;
float precompute = blurWidth * (1.0 / float(nsamples - 1));
for(int i = 0; i < nsamples; i++)
{
float scale = blurStart + (float(i)* precompute);
colour += texture(textureUnitPS0, uv* scale + center );
}
colour /= float(nsamples);
//passPixelColor0 = colour;
R4f.xyz = colour.xyz;
R0f.xyz = R4f.xyz;
R5f.xyz = R4f.xyz;
R1f.xyz = R4f.xyz;
R6f.xyz = R4f.xyz;
R2f.xyz = R4f.xyz;
R7f.xyz = R4f.xyz;
R3f.xyz = R4f.xyz;
// 0
PV0f.x = R4f.y * intBitsToFloat(0x3e000000);
PV0f.y = R4f.x * intBitsToFloat(0x3e000000);
PV0f.w = R4f.z * intBitsToFloat(0x3e000000);
R4f.w = 1.0;
PS0f = R4f.w;
// 1
R123f.x = (R0f.z * intBitsToFloat(0x3e000000) + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (R0f.y * intBitsToFloat(0x3e000000) + PV0f.x);
PV1f.y = R123f.y;
R123f.z = (R0f.x * intBitsToFloat(0x3e000000) + PV0f.y);
PV1f.z = R123f.z;
// 2
R123f.x = (R5f.z * intBitsToFloat(0x3e000000) + PV1f.x);
PV0f.x = R123f.x;
R123f.z = (R5f.y * intBitsToFloat(0x3e000000) + PV1f.y);
PV0f.z = R123f.z;
R123f.w = (R5f.x * intBitsToFloat(0x3e000000) + PV1f.z);
PV0f.w = R123f.w;
// 3
R123f.x = (R1f.y * intBitsToFloat(0x3e000000) + PV0f.z);
PV1f.x = R123f.x;
R123f.y = (R1f.x * intBitsToFloat(0x3e000000) + PV0f.w);
PV1f.y = R123f.y;
R123f.w = (R1f.z * intBitsToFloat(0x3e000000) + PV0f.x);
PV1f.w = R123f.w;
// 4
R123f.y = (R6f.y * intBitsToFloat(0x3e000000) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (R6f.x * intBitsToFloat(0x3e000000) + PV1f.y);
PV0f.z = R123f.z;
R123f.w = (R6f.z * intBitsToFloat(0x3e000000) + PV1f.w);
PV0f.w = R123f.w;
// 5
R123f.x = (R2f.x * intBitsToFloat(0x3e000000) + PV0f.z);
PV1f.x = R123f.x;
R123f.z = (R2f.z * intBitsToFloat(0x3e000000) + PV0f.w);
PV1f.z = R123f.z;
R123f.w = (R2f.y * intBitsToFloat(0x3e000000) + PV0f.y);
PV1f.w = R123f.w;
// 6
R123f.x = (R7f.y * intBitsToFloat(0x3e000000) + PV1f.w);
PV0f.x = R123f.x;
R123f.y = (R7f.x * intBitsToFloat(0x3e000000) + PV1f.x);
PV0f.y = R123f.y;
R123f.w = (R7f.z * intBitsToFloat(0x3e000000) + PV1f.z);
PV0f.w = R123f.w;
// 7
R4f.x = (R3f.x * intBitsToFloat(0x3e000000) + PV0f.y);
R4f.y = (R3f.y * intBitsToFloat(0x3e000000) + PV0f.x);
R4f.z = (R3f.z * intBitsToFloat(0x3e000000) + PV0f.w);
// export
passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
}

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[Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = Smooth speed blur
path = "Mario Kart 8/Enhancements/Smoother speed blur"
description = Smoother speed blur (radial), more GPU intensive
version = 4
[Preset] #twice the samples
name = Original speed feel (16 pass)
$nrOfPasses:int = 16
$blurStart:float = 0.93
$blurWidth:float = 0.1
[Preset]
name = Smooth half original (8 pass)
$nrOfPasses:int = 8
$blurStart:float = 0.975
$blurWidth:float = 0.025
[Preset] #3 times
name = Original speed feel smoother (24 pass)
$nrOfPasses:int = 24
$blurStart:float = 0.93
$blurWidth:float = 0.1