mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 08:21:51 +01:00
Add more SM3DW build resolutions
This commit is contained in:
parent
d2d955825a
commit
14a772239c
@ -1,28 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 4102408f48cb6b94
|
||||
// Used for: Vertical Blur 1
|
||||
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;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
|
||||
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
|
||||
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,28 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 46575655811a12b7
|
||||
// Used for: Horizontal 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;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
|
||||
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
|
||||
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,28 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 74b3539704b05bfd
|
||||
// Used for: Horizontal Blur 1
|
||||
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;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
|
||||
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));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,27 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader f5190dd4ae552353
|
||||
// Used for: Vertical Blur 1
|
||||
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;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
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));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
38
build.sh
38
build.sh
@ -36,11 +36,11 @@ build_dir () {
|
||||
done
|
||||
}
|
||||
|
||||
build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_1080p" 1920 1080
|
||||
build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_1080pUW" 2560 1080
|
||||
build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_1440p" 2560 1440
|
||||
build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_1800p" 3200 1800
|
||||
build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_2160p" 3840 2160
|
||||
build_dir "Source/BreathOfTheWild" "Enthusiast/BreathOfTheWild_2880p" 5120 2880
|
||||
build_dir "Source/BreathOfTheWild" "Enthusiast/BreathOfTheWild_4320p" 7680 4320
|
||||
build_dir "Source/BreathOfTheWild" "Enthusiast/BreathOfTheWild_5760p" 10240 5760
|
||||
build_dir "Source/BreathOfTheWild" "Performance/BreathOfTheWild_360p" 640 360
|
||||
build_dir "Source/BreathOfTheWild" "Performance/BreathOfTheWild_540p" 960 540
|
||||
build_dir "Source/BreathOfTheWild" "Quality/BreathOfTheWild_1080p" 1920 1080
|
||||
build_dir "Source/BreathOfTheWild" "Quality/BreathOfTheWild_1080pUW" 2560 1080
|
||||
build_dir "Source/BreathOfTheWild" "Quality/BreathOfTheWild_1440p" 2560 1440
|
||||
@ -49,11 +49,11 @@ build_dir "Source/BreathOfTheWild" "Quality/BreathOfTheWild_1800p" 3200 1800
|
||||
build_dir "Source/BreathOfTheWild" "Quality/BreathOfTheWild_2160p" 3840 2160
|
||||
build_dir "Source/BreathOfTheWild" "Quality/BreathOfTheWild_2160pUW" 5120 2160
|
||||
build_dir "Source/BreathOfTheWild" "Quality/BreathOfTheWild_900p" 1600 900
|
||||
build_dir "Source/BreathOfTheWild" "Enthusiast/BreathOfTheWild_2880p" 5120 2880
|
||||
build_dir "Source/BreathOfTheWild" "Enthusiast/BreathOfTheWild_4320p" 7680 4320
|
||||
build_dir "Source/BreathOfTheWild" "Enthusiast/BreathOfTheWild_5760p" 10240 5760
|
||||
build_dir "Source/BreathOfTheWild" "Performance/BreathOfTheWild_360p" 640 360
|
||||
build_dir "Source/BreathOfTheWild" "Performance/BreathOfTheWild_540p" 960 540
|
||||
build_dir "Source/Splatoon" "Enthusiast/Splatoon_2880p" 5120 2880
|
||||
build_dir "Source/Splatoon" "Enthusiast/Splatoon_4320p" 7680 4320
|
||||
build_dir "Source/Splatoon" "Enthusiast/Splatoon_5760p" 10240 5760
|
||||
build_dir "Source/Splatoon" "Performance/Splatoon_360p" 640 360
|
||||
build_dir "Source/Splatoon" "Performance/Splatoon_540p" 960 540
|
||||
build_dir "Source/Splatoon" "Quality/Splatoon_1080p" 1920 1080
|
||||
build_dir "Source/Splatoon" "Quality/Splatoon_1080pUW" 2560 1080
|
||||
build_dir "Source/Splatoon" "Quality/Splatoon_1440p" 2560 1440
|
||||
@ -62,8 +62,16 @@ build_dir "Source/Splatoon" "Quality/Splatoon_1800p" 3200 1800
|
||||
build_dir "Source/Splatoon" "Quality/Splatoon_2160p" 3840 2160
|
||||
build_dir "Source/Splatoon" "Quality/Splatoon_2160pUW" 5120 2160
|
||||
build_dir "Source/Splatoon" "Quality/Splatoon_900p" 1600 900
|
||||
build_dir "Source/Splatoon" "Enthusiast/Splatoon_2880p" 5120 2880
|
||||
build_dir "Source/Splatoon" "Enthusiast/Splatoon_4320p" 7680 4320
|
||||
build_dir "Source/Splatoon" "Enthusiast/Splatoon_5760p" 10240 5760
|
||||
build_dir "Source/Splatoon" "Performance/Splatoon_360p" 640 360
|
||||
build_dir "Source/Splatoon" "Performance/Splatoon_540p" 960 540
|
||||
build_dir "Source/SuperMario3DWorld" "Enthusiast/SuperMario3DWorld_2880p" 5120 2880
|
||||
build_dir "Source/SuperMario3DWorld" "Enthusiast/SuperMario3DWorld_4320p" 7680 4320
|
||||
build_dir "Source/SuperMario3DWorld" "Enthusiast/SuperMario3DWorld_5760p" 10240 5760
|
||||
build_dir "Source/SuperMario3DWorld" "Performance/SuperMario3DWorld_360p" 640 360
|
||||
build_dir "Source/SuperMario3DWorld" "Performance/SuperMario3DWorld_540p" 960 540
|
||||
build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_1080p" 1920 1080
|
||||
build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_1080pUW" 2560 1080
|
||||
build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_1440p" 2560 1440
|
||||
build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_1440pUW" 3440 1440
|
||||
build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_1800p" 3200 1800
|
||||
build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_2160p" 3840 2160
|
||||
build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_2160pUW" 5120 2160
|
||||
build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_900p" 1600 900
|
Loading…
Reference in New Issue
Block a user