mirror of
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
This commit is contained in:
parent
3c2bc2cbc2
commit
29322c144e
@ -4,9 +4,8 @@
|
||||
// shader 8c1e55fd967b0496
|
||||
// 1/4 -> 1/16 bloom pyramid . Pixelated unless scaled but still needs blur for light bleed..
|
||||
// To-do. Check if screen res is * samples stable
|
||||
const float resScale = 4.0;
|
||||
//const int sampleScale = 1;
|
||||
//const float resScale = 4.0;
|
||||
const float resScale = <?=$scaleFactorX?>;
|
||||
const float lightBloom = 0.95;
|
||||
highp float lineRand(vec2 co)
|
||||
{
|
||||
highp float a = 12.9898;
|
||||
@ -25,7 +24,7 @@ uniform vec2 uf_fragCoordScale;
|
||||
// FabriceNeyret2, single pass gaussian by intermediate MIPmap level. https://www.shadertoy.com/view/ltScRG
|
||||
// I hereby pledge my loyalty to the FabriceNeyret2 fanclub, this is bloody beautiful!
|
||||
|
||||
const int samples = 8, //check if must scale to pascal levels
|
||||
const int samples = 16, //check if must scale to pascal levels
|
||||
LOD = 2, // gaussian done on MIPmap at scale LOD
|
||||
sLOD = 1 << LOD; // tile size = 2^LOD
|
||||
const float sigma = float(samples) * .25;
|
||||
@ -104,7 +103,7 @@ void main()
|
||||
vec2 uv = coord * ps;
|
||||
|
||||
R4f.xyz = blur(textureUnitPS0, uv, ps).xyz;
|
||||
//R4f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
|
||||
R4f.xyz += (texture(textureUnitPS0, R1f.xy).xyz)/2;
|
||||
R3f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
|
||||
R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);// prob?
|
||||
R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
|
||||
@ -173,11 +172,11 @@ void main()
|
||||
PV1f.w = R127f.w;
|
||||
// 6
|
||||
PV0f.x = PV1f.z + -(PV1f.w);
|
||||
R5f.y = (PV1f.y * 0.30 + R127f.x);//degree of bloom
|
||||
R5f.x = (PV1f.x * 0.30 + R127f.z);
|
||||
R5f.y = (PV1f.y * 0.275 + R127f.x)*lightBloom;//degree of bloom
|
||||
R5f.x = (PV1f.x * 0.275 + R127f.z)*lightBloom;
|
||||
PS0f = R5f.x;
|
||||
// 7
|
||||
R5f.z = (PV0f.x * 0.30 + R127f.w);
|
||||
R5f.z = (PV0f.x * 0.275 + R127f.w)*lightBloom;
|
||||
// export
|
||||
passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
|
||||
}
|
||||
|
@ -32,25 +32,12 @@ tileModesExcluded = 0x001
|
||||
overwriteWidth = <?=round($scaleFactorX*1280)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*720)?>
|
||||
|
||||
[TextureRedefine] # Do not remove, must be upscaled with same factor as TV or probe view breaks
|
||||
width = 854
|
||||
height = 480
|
||||
overwriteWidth = <?=round($scaleFactorX*854)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*480)?>
|
||||
|
||||
[TextureRedefine] # half-res alpha
|
||||
width = 640
|
||||
height = 360
|
||||
formatsExcluded = 0x41A,0x033,0x031,0x001 #dialog prompt fixes, XCX Logo NLA exclude obvious textures
|
||||
tileModesExcluded = 0x001
|
||||
overwriteWidth = <?=round($scaleFactorX*640)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*360)?>
|
||||
|
||||
[TextureRedefine] # q-res alpha (Previously not added due to potential conflict, please remove rule when using Xeno GCN4 workaround)
|
||||
width = 320
|
||||
height = 180
|
||||
overwriteWidth = <?=round($scaleFactorX*320)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*180)?>
|
||||
[TextureRedefine] #XCX shadow
|
||||
width = 1024
|
||||
height = 1024
|
||||
formats = 0x005
|
||||
overwriteWidth = <?=round($scaleFactorX*1024)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*1024)?>
|
||||
|
||||
[TextureRedefine] # Gear menu
|
||||
width = 1024
|
||||
@ -59,50 +46,156 @@ formatsExcluded = 0x001 #in game movies, stasis
|
||||
overwriteWidth = <?=round($scaleFactorX*1024)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*720)?>
|
||||
|
||||
[TextureRedefine] # Fog
|
||||
width = 426
|
||||
height = 240
|
||||
overwriteWidth = <?=round($scaleFactorX*426)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*240)?>
|
||||
[TextureRedefine] # Do not remove, must be upscaled with same factor as TV or probe view breaks
|
||||
width = 854
|
||||
height = 480
|
||||
overwriteWidth = <?=round($scaleFactorX*854)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*480)?>
|
||||
|
||||
// vvvv credits to Getdls & GITech vvvv //
|
||||
[TextureRedefine] # half-res alpha
|
||||
width = 640
|
||||
height = 360
|
||||
formatsExcluded = 0x41A,0x033,0x031,0x001 #dialog prompt fixes, XCX Logo NLA exclude obvious textures
|
||||
tileModesExcluded = 0x001
|
||||
overwriteWidth = <?=round($scaleFactorX*640)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*360)?>
|
||||
|
||||
[TextureRedefine] #XCX Dynamic shadow scale both same for smoother transitions
|
||||
width = 512
|
||||
height = 512
|
||||
formats = 0x005
|
||||
overwriteWidth = <?=round($scaleFactorX*1024)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*1024)?>
|
||||
|
||||
[TextureRedefine] # Sun, Light Sources (plants, armor etc)
|
||||
width = 512
|
||||
height = 288
|
||||
overwriteWidth = <?=round($scaleFactorX*512)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*288)?>
|
||||
overwriteWidth = <?=round($scaleFactorX*512)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*288)?>
|
||||
|
||||
[TextureRedefine] # Fog
|
||||
width = 426
|
||||
height = 240
|
||||
overwriteWidth = <?=round($scaleFactorX*426)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*240)?>
|
||||
|
||||
[TextureRedefine] # q-res alpha (Previously not added due to potential conflict, please remove rule when using Xeno GCN4 workaround)
|
||||
width = 320
|
||||
height = 180
|
||||
overwriteWidth = <?=round($scaleFactorX*320)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*180)?>
|
||||
|
||||
[TextureRedefine]
|
||||
width = 261
|
||||
height = 223
|
||||
#formatsExcluded =
|
||||
overwriteWidth = <?=round($scaleFactorX*261)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*223)?>
|
||||
|
||||
[TextureRedefine]
|
||||
width = 256
|
||||
height = 180
|
||||
#formatsExcluded =
|
||||
overwriteWidth = <?=round($scaleFactorX*256)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*180)?>
|
||||
|
||||
[TextureRedefine] # "God rays" stencil res, lens reflections.
|
||||
width = 256
|
||||
height = 144
|
||||
overwriteWidth = <?=round($scaleFactorX*256)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*144)?>
|
||||
overwriteWidth = <?=round($scaleFactorX*256)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*144)?>
|
||||
|
||||
[TextureRedefine]# Probe glow. Does not increase sample amount, only scales up
|
||||
#[TextureRedefine] # lod switch dithering, don't scale
|
||||
#width = 256
|
||||
#height = 8
|
||||
#formats = 0x01a # verify not to scale.
|
||||
|
||||
#[TextureRedefine] # lod switch dithering, don't scale
|
||||
#width = 256
|
||||
#height = 4
|
||||
#formats = 0x01a # verify not to scale.
|
||||
|
||||
|
||||
[TextureRedefine] #
|
||||
width = 255
|
||||
height = 255
|
||||
formats = 0x01a,0x810 # verify later
|
||||
overwriteWidth = <?=round($scaleFactorX*255)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*255)?>
|
||||
|
||||
[TextureRedefine]# Probe glow.
|
||||
width = 160
|
||||
height = 90
|
||||
#formatsExcluded = 0x816 #fixed in shader
|
||||
overwriteWidth = <?=round($scaleFactorX*160)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*90)?>
|
||||
overwriteWidth = <?=round($scaleFactorX*160)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*90)?>
|
||||
|
||||
[TextureRedefine]
|
||||
width = 128
|
||||
height = 128
|
||||
formats = 0x806
|
||||
overwriteWidth = <?=round($scaleFactorX*128)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*128)?>
|
||||
|
||||
[TextureRedefine]
|
||||
width = 128
|
||||
height = 90
|
||||
#formatsExcluded =
|
||||
overwriteWidth = <?=round($scaleFactorX*128)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*90)?>
|
||||
|
||||
[TextureRedefine]# should up-scale from 35 to keep aligment with other 16:9 buffers
|
||||
width = 80
|
||||
height = 46
|
||||
#formatsExcluded = 0x816 #fixed in shader
|
||||
overwriteWidth = <?=round($scaleFactorX*80)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*45)?>
|
||||
overwriteWidth = <?=round($scaleFactorX*80)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*45)?>
|
||||
|
||||
[TextureRedefine] #XCX shadow
|
||||
width = 1024
|
||||
height = 1024
|
||||
formats = 0x005
|
||||
overwriteWidth = <?=round($scaleFactorX*1024)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*1024)?>
|
||||
|
||||
[TextureRedefine] #XCX Dynamic shadow scale both same for smoother transitions
|
||||
width = 512
|
||||
height = 512
|
||||
formats = 0x005
|
||||
overwriteWidth = <?=round($scaleFactorX*1024)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*1024)?>
|
||||
[TextureRedefine] #
|
||||
width = 64
|
||||
height = 64
|
||||
formats = 0x816,0x820 #001a includes cube breaks if scaled
|
||||
overwriteWidth = <?=round($scaleFactorX*64)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*64)?>
|
||||
|
||||
[TextureRedefine]
|
||||
width = 64
|
||||
height = 46
|
||||
#formatsExcluded =
|
||||
overwriteWidth = <?=round($scaleFactorX*64)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*46)?>
|
||||
|
||||
[TextureRedefine] #
|
||||
height = 32
|
||||
height = 32
|
||||
formats = 0x806 #001a includes cube breaks flashlight scene
|
||||
overwriteWidth = <?=round($scaleFactorX*32)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*32)?>
|
||||
|
||||
#[TextureRedefine] #grading don't scale
|
||||
#width = 16
|
||||
#height = 16
|
||||
#formatsExcluded =
|
||||
#overwriteWidth = 16
|
||||
#overwriteHeight = 16
|
||||
|
||||
[TextureRedefine] #
|
||||
width = 8
|
||||
height = 8
|
||||
formats = 0x806
|
||||
overwriteWidth = <?=round($scaleFactorX*8)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*8)?>
|
||||
|
||||
[TextureRedefine] #
|
||||
width = 4
|
||||
height = 4
|
||||
formats = 0x80e,0x81e #R16,RG16
|
||||
overwriteWidth = <?=round($scaleFactorX*4)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*4)?>
|
||||
|
||||
[TextureRedefine] #
|
||||
width = 1
|
||||
height = 1
|
||||
formats = 0x008,0x01a,081e
|
||||
overwriteWidth = <?=round($scaleFactorX*1)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*1)?>
|
||||
|
@ -4,7 +4,7 @@
|
||||
// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
|
||||
// changes here in turn "breaks" bloom as they over or under expose depending on day/night
|
||||
|
||||
const float preExposure = 0.75; // old brigntess tweak. Truncates at around .45+
|
||||
const float preExposure = 0.65; // old brigntess tweak. Truncates at around .45+
|
||||
const float gammaPostExposure = 0.95; // compensate pre exposure, but loss of contrast when positive.
|
||||
uniform ivec4 uf_remappedPS[1];
|
||||
|
||||
|
@ -4,7 +4,7 @@
|
||||
// cross fade brightness
|
||||
// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
|
||||
// changes here in turn "breaks" bloom as they over or under expose depending on day/night
|
||||
const float preExposure = 0.75; // old brigntess tweak. Truncates at around .45+
|
||||
const float preExposure = 0.65; // old brigntess tweak. Truncates at around .45+
|
||||
const float gammaPostExposure = 0.95; // compensate pre exposure, but loss of contrast when positive.
|
||||
|
||||
uniform ivec4 uf_remappedPS[1];
|
||||
|
Loading…
Reference in New Issue
Block a user