diff --git a/Source/SuperMario3DWorld/4102408f48cb6b94_0000000000000079_ps.txt b/Source/SuperMario3DWorld/4102408f48cb6b94_0000000000000079_ps.txt deleted file mode 100644 index 3a08ba7e..00000000 --- a/Source/SuperMario3DWorld/4102408f48cb6b94_0000000000000079_ps.txt +++ /dev/null @@ -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; -} \ No newline at end of file diff --git a/Source/SuperMario3DWorld/46575655811a12b7_0000000000000079_ps.txt b/Source/SuperMario3DWorld/46575655811a12b7_0000000000000079_ps.txt deleted file mode 100644 index 535e6fc5..00000000 --- a/Source/SuperMario3DWorld/46575655811a12b7_0000000000000079_ps.txt +++ /dev/null @@ -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; -} \ No newline at end of file diff --git a/Source/SuperMario3DWorld/74b3539704b05bfd_0000000000000079_ps.txt b/Source/SuperMario3DWorld/74b3539704b05bfd_0000000000000079_ps.txt deleted file mode 100644 index 63adcd52..00000000 --- a/Source/SuperMario3DWorld/74b3539704b05bfd_0000000000000079_ps.txt +++ /dev/null @@ -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; -} \ No newline at end of file diff --git a/Source/SuperMario3DWorld/f5190dd4ae552353_0000000000000079_ps.txt b/Source/SuperMario3DWorld/f5190dd4ae552353_0000000000000079_ps.txt deleted file mode 100644 index 341223d9..00000000 --- a/Source/SuperMario3DWorld/f5190dd4ae552353_0000000000000079_ps.txt +++ /dev/null @@ -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; -} \ No newline at end of file diff --git a/build.sh b/build.sh index 5711a74a..6f620569 100644 --- a/build.sh +++ b/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 \ No newline at end of file +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 \ No newline at end of file