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https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 16:31:50 +01:00
[XCX] scaling 806,820
Scaling 32,x32 8 etc if not 0x031,0x032,0x033,0x034,0x431,0x432,0x433,0x434,0x435,0x081
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@ -4,9 +4,8 @@
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// shader 8c1e55fd967b0496
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// 1/4 -> 1/16 bloom pyramid . Pixelated unless scaled but still needs blur for light bleed..
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// To-do. Check if screen res is * samples stable
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const float resScale = 4.0;
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//const int sampleScale = 1;
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//const float resScale = 4.0;
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const float resScale = <?=$scaleFactorX?>;
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const float lightBloom = 0.95;
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highp float lineRand(vec2 co)
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{
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highp float a = 12.9898;
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@ -25,7 +24,7 @@ uniform vec2 uf_fragCoordScale;
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// FabriceNeyret2, single pass gaussian by intermediate MIPmap level. https://www.shadertoy.com/view/ltScRG
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// I hereby pledge my loyalty to the FabriceNeyret2 fanclub, this is bloody beautiful!
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const int samples = 8, //check if must scale to pascal levels
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const int samples = 16, //check if must scale to pascal levels
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LOD = 2, // gaussian done on MIPmap at scale LOD
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sLOD = 1 << LOD; // tile size = 2^LOD
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const float sigma = float(samples) * .25;
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@ -104,7 +103,7 @@ void main()
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vec2 uv = coord * ps;
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R4f.xyz = blur(textureUnitPS0, uv, ps).xyz;
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//R4f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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R4f.xyz += (texture(textureUnitPS0, R1f.xy).xyz)/2;
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R3f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
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R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);// prob?
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R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
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@ -173,11 +172,11 @@ void main()
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PV1f.w = R127f.w;
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// 6
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PV0f.x = PV1f.z + -(PV1f.w);
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R5f.y = (PV1f.y * 0.30 + R127f.x);//degree of bloom
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R5f.x = (PV1f.x * 0.30 + R127f.z);
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R5f.y = (PV1f.y * 0.275 + R127f.x)*lightBloom;//degree of bloom
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R5f.x = (PV1f.x * 0.275 + R127f.z)*lightBloom;
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PS0f = R5f.x;
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// 7
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R5f.z = (PV0f.x * 0.30 + R127f.w);
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R5f.z = (PV0f.x * 0.275 + R127f.w)*lightBloom;
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// export
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passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
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}
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@ -32,6 +32,20 @@ tileModesExcluded = 0x001
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overwriteWidth = <?=round($scaleFactorX*1280)?>
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overwriteHeight = <?=round($scaleFactorY*720)?>
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[TextureRedefine] #XCX shadow
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width = 1024
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height = 1024
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formats = 0x005
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overwriteWidth = <?=round($scaleFactorX*1024)?>
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overwriteHeight = <?=round($scaleFactorY*1024)?>
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[TextureRedefine] # Gear menu
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width = 1024
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height = 720
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formatsExcluded = 0x001 #in game movies, stasis
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overwriteWidth = <?=round($scaleFactorX*1024)?>
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overwriteHeight = <?=round($scaleFactorY*720)?>
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[TextureRedefine] # Do not remove, must be upscaled with same factor as TV or probe view breaks
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width = 854
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height = 480
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@ -46,26 +60,12 @@ tileModesExcluded = 0x001
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overwriteWidth = <?=round($scaleFactorX*640)?>
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overwriteHeight = <?=round($scaleFactorY*360)?>
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[TextureRedefine] # q-res alpha (Previously not added due to potential conflict, please remove rule when using Xeno GCN4 workaround)
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width = 320
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height = 180
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overwriteWidth = <?=round($scaleFactorX*320)?>
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overwriteHeight = <?=round($scaleFactorY*180)?>
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[TextureRedefine] # Gear menu
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width = 1024
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height = 720
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formatsExcluded = 0x001 #in game movies, stasis
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[TextureRedefine] #XCX Dynamic shadow scale both same for smoother transitions
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width = 512
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height = 512
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formats = 0x005
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overwriteWidth = <?=round($scaleFactorX*1024)?>
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overwriteHeight = <?=round($scaleFactorY*720)?>
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[TextureRedefine] # Fog
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width = 426
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height = 240
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overwriteWidth = <?=round($scaleFactorX*426)?>
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overwriteHeight = <?=round($scaleFactorY*240)?>
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// vvvv credits to Getdls & GITech vvvv //
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overwriteHeight = <?=round($scaleFactorY*1024)?>
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[TextureRedefine] # Sun, Light Sources (plants, armor etc)
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width = 512
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@ -73,19 +73,77 @@ height = 288
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overwriteWidth = <?=round($scaleFactorX*512)?>
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overwriteHeight = <?=round($scaleFactorY*288)?>
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[TextureRedefine] # Fog
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width = 426
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height = 240
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overwriteWidth = <?=round($scaleFactorX*426)?>
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overwriteHeight = <?=round($scaleFactorY*240)?>
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[TextureRedefine] # q-res alpha (Previously not added due to potential conflict, please remove rule when using Xeno GCN4 workaround)
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width = 320
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height = 180
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overwriteWidth = <?=round($scaleFactorX*320)?>
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overwriteHeight = <?=round($scaleFactorY*180)?>
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[TextureRedefine]
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width = 261
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height = 223
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#formatsExcluded =
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overwriteWidth = <?=round($scaleFactorX*261)?>
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overwriteHeight = <?=round($scaleFactorY*223)?>
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[TextureRedefine]
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width = 256
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height = 180
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#formatsExcluded =
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overwriteWidth = <?=round($scaleFactorX*256)?>
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overwriteHeight = <?=round($scaleFactorY*180)?>
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[TextureRedefine] # "God rays" stencil res, lens reflections.
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width = 256
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height = 144
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overwriteWidth = <?=round($scaleFactorX*256)?>
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overwriteHeight = <?=round($scaleFactorY*144)?>
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[TextureRedefine]# Probe glow. Does not increase sample amount, only scales up
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#[TextureRedefine] # lod switch dithering, don't scale
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#width = 256
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#height = 8
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#formats = 0x01a # verify not to scale.
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#[TextureRedefine] # lod switch dithering, don't scale
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#width = 256
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#height = 4
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#formats = 0x01a # verify not to scale.
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[TextureRedefine] #
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width = 255
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height = 255
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formats = 0x01a,0x810 # verify later
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overwriteWidth = <?=round($scaleFactorX*255)?>
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overwriteHeight = <?=round($scaleFactorY*255)?>
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[TextureRedefine]# Probe glow.
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width = 160
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height = 90
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#formatsExcluded = 0x816 #fixed in shader
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overwriteWidth = <?=round($scaleFactorX*160)?>
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overwriteHeight = <?=round($scaleFactorY*90)?>
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[TextureRedefine]
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width = 128
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height = 128
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formats = 0x806
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overwriteWidth = <?=round($scaleFactorX*128)?>
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overwriteHeight = <?=round($scaleFactorY*128)?>
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[TextureRedefine]
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width = 128
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height = 90
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#formatsExcluded =
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overwriteWidth = <?=round($scaleFactorX*128)?>
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overwriteHeight = <?=round($scaleFactorY*90)?>
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[TextureRedefine]# should up-scale from 35 to keep aligment with other 16:9 buffers
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width = 80
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height = 46
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@ -93,16 +151,51 @@ height = 46
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overwriteWidth = <?=round($scaleFactorX*80)?>
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overwriteHeight = <?=round($scaleFactorY*45)?>
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[TextureRedefine] #XCX shadow
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width = 1024
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height = 1024
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formats = 0x005
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overwriteWidth = <?=round($scaleFactorX*1024)?>
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overwriteHeight = <?=round($scaleFactorY*1024)?>
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[TextureRedefine] #
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width = 64
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height = 64
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formats = 0x816,0x820 #001a includes cube breaks if scaled
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overwriteWidth = <?=round($scaleFactorX*64)?>
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overwriteHeight = <?=round($scaleFactorY*64)?>
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[TextureRedefine] #XCX Dynamic shadow scale both same for smoother transitions
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width = 512
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height = 512
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formats = 0x005
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overwriteWidth = <?=round($scaleFactorX*1024)?>
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overwriteHeight = <?=round($scaleFactorY*1024)?>
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[TextureRedefine]
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width = 64
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height = 46
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#formatsExcluded =
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overwriteWidth = <?=round($scaleFactorX*64)?>
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overwriteHeight = <?=round($scaleFactorY*46)?>
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[TextureRedefine] #
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height = 32
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height = 32
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formats = 0x806 #001a includes cube breaks flashlight scene
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overwriteWidth = <?=round($scaleFactorX*32)?>
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overwriteHeight = <?=round($scaleFactorY*32)?>
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#[TextureRedefine] #grading don't scale
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#width = 16
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#height = 16
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#formatsExcluded =
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#overwriteWidth = 16
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#overwriteHeight = 16
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[TextureRedefine] #
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width = 8
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height = 8
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formats = 0x806
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overwriteWidth = <?=round($scaleFactorX*8)?>
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overwriteHeight = <?=round($scaleFactorY*8)?>
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[TextureRedefine] #
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width = 4
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height = 4
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formats = 0x80e,0x81e #R16,RG16
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overwriteWidth = <?=round($scaleFactorX*4)?>
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overwriteHeight = <?=round($scaleFactorY*4)?>
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[TextureRedefine] #
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width = 1
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height = 1
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formats = 0x008,0x01a,081e
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overwriteWidth = <?=round($scaleFactorX*1)?>
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overwriteHeight = <?=round($scaleFactorY*1)?>
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@ -4,7 +4,7 @@
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// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
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// changes here in turn "breaks" bloom as they over or under expose depending on day/night
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const float preExposure = 0.75; // old brigntess tweak. Truncates at around .45+
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const float preExposure = 0.65; // old brigntess tweak. Truncates at around .45+
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const float gammaPostExposure = 0.95; // compensate pre exposure, but loss of contrast when positive.
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uniform ivec4 uf_remappedPS[1];
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@ -4,7 +4,7 @@
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// cross fade brightness
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// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
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// changes here in turn "breaks" bloom as they over or under expose depending on day/night
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const float preExposure = 0.75; // old brigntess tweak. Truncates at around .45+
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const float preExposure = 0.65; // old brigntess tweak. Truncates at around .45+
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const float gammaPostExposure = 0.95; // compensate pre exposure, but loss of contrast when positive.
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uniform ivec4 uf_remappedPS[1];
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