diff --git a/Enhancements/KirbyRainbow_AA_Removal/0d781b1e5042ecaa_00000000000007f9_ps.txt b/Enhancements/KirbyRainbow_AA_Removal/0d781b1e5042ecaa_00000000000007f9_ps.txt new file mode 100644 index 00000000..1d20ff09 --- /dev/null +++ b/Enhancements/KirbyRainbow_AA_Removal/0d781b1e5042ecaa_00000000000007f9_ps.txt @@ -0,0 +1,89 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 0d781b1e5042ecaa +// 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 = 0) out vec4 passPixelColor0; +layout(location = 1) out vec4 passPixelColor1; +// end of shader inputs/outputs +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); +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; +R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); +R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +// 0 +backupReg0f = R1f.x; +backupReg1f = R0f.z; +R1f.x = dot(vec4(backupReg0f,R1f.y,R1f.z,-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0)); +PV0f.x = R1f.x; +PV0f.y = R1f.x; +PV0f.z = R1f.x; +PV0f.w = R1f.x; +PS0f = backupReg1f * intBitsToFloat(0x3de978d5); +// 1 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +tempf.x = dot(vec4(backupReg0f,backupReg1f,PS0f,-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),1.0,0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R0f.w = tempf.x; +// 2 +R3f.xyz = vec3(R0f.x,R0f.y,R0f.z); +R3f.w = PV1f.x; +// 3 +R2f.xyz = vec3(R1f.x,R1f.x,R1f.x); +R2f.w = R1f.x; +// export +passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +passPixelColor1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +*/ +} diff --git a/Enhancements/KirbyRainbow_AA_Removal/rules.txt b/Enhancements/KirbyRainbow_AA_Removal/rules.txt new file mode 100644 index 00000000..2cbb6ae0 --- /dev/null +++ b/Enhancements/KirbyRainbow_AA_Removal/rules.txt @@ -0,0 +1,6 @@ +[Definition] +titleIds = 00050000101ABC00,00050000101B5100 +name = AA removal +path = "Kirby and the Rainbow Curse & Paintbrush/Enhancements/AA Removal" +description = Removes AA, no performance gain. Used for clean look or supersampling AA. +version = 4 diff --git a/Resolutions/KirbyRainbow_Resolution/rules.txt b/Resolutions/KirbyRainbow_Resolution/rules.txt index 3867afa6..61f8b72a 100644 --- a/Resolutions/KirbyRainbow_Resolution/rules.txt +++ b/Resolutions/KirbyRainbow_Resolution/rules.txt @@ -59,17 +59,30 @@ $gameWidth = 1280 $gameHeight = 720 [Preset] -name = 3840x2160 +name = 3840x2160 (4k - Native x2) $width = 3840 $height = 2160 $gameWidth = 1280 $gameHeight = 720 +[Preset] +name = 7680x4320 (8k - Native x3) +$width = 7680 +$height = 4320 +$gameWidth = 1280 +$gameHeight = 720 + +[TextureRedefine] # TV Resolution +width = 1280 +height = 720 +formats = 0x816 +overwriteFormat = 0x820 + [TextureRedefine] # TV Resolution width = 1280 height = 720 tileModesExcluded = 0x001 -formatsExcluded = 0x431,0x41a # boot, background +formatsExcluded = 0x431,0x034,0x41a # boot, background overwriteWidth = ($width/$gameWidth) * 1280 overwriteHeight = ($height/$gameHeight) * 720