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[NSMBU and SMM] Fix AA shaders
Might've been only a problem on AMD cards. Fixes https://github.com/slashiee/cemu_graphic_packs/issues/294
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@ -1,9 +1,8 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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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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#extension GL_ARB_separate_shader_objects : enable
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// shader 50e29e8929cea348
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// shader 50e29e8929cea348
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//AA fix PS
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// Used for: Scaling Anti-Aliasing solution of game
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uniform ivec4 uf_remappedPS[3];
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uniform ivec4 uf_remappedPS[3];
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@ -11,8 +10,10 @@ layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c5000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c5000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem1;
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layout(location = 0) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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uniform vec2 uf_fragCoordScale;
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const float resScale = (1.0 / uf_fragCoordScale.x);
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float resScale = (1.0 / uf_fragCoordScale.x);
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int clampFI32(int v)
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int clampFI32(int v)
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{
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{
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if( v == 0x7FFFFFFF )
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if( v == 0x7FFFFFFF )
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@ -2,14 +2,18 @@
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#extension GL_ARB_texture_gather : enable
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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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#extension GL_ARB_separate_shader_objects : enable
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// shader 37a4ec1a7dbc7391
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// shader 37a4ec1a7dbc7391
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//AAfix
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// Used for: Scaling Anti-Aliasing solution of game
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uniform ivec4 uf_remappedPS[4];
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x1d28c000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x1d28c000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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uniform vec2 uf_fragCoordScale;
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const float scaleAA = uf_fragCoordScale.x;
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float scaleAA = uf_fragCoordScale.x;
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int clampFI32(int v)
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int clampFI32(int v)
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{
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{
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if( v == 0x7FFFFFFF )
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if( v == 0x7FFFFFFF )
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