From 3a86a8ce7474fe489e599b330421bd4ff3abfd2d Mon Sep 17 00:00:00 2001 From: getdls Date: Thu, 10 Jan 2019 00:34:19 +0100 Subject: [PATCH] [NSMBU] Default to basic build / move custom shaders to Enhancements --- .../03285368cf940e37_0000000000000079_ps.txt | 107 ++++++++++++++++++ .../NewSuperMarioBrosU_FancyFX/rules.txt | 50 ++++++++ ..._03285368cf940e37_0000000000000079_ps.txt} | 0 .../NewSuperMarioBrosU_Resolution/rules.txt | 21 ++++ 4 files changed, 178 insertions(+) create mode 100644 Enhancements/NewSuperMarioBrosU_FancyFX/03285368cf940e37_0000000000000079_ps.txt create mode 100644 Enhancements/NewSuperMarioBrosU_FancyFX/rules.txt rename Resolutions/NewSuperMarioBrosU_Resolution/{03285368cf940e37_0000000000000079_ps.txt => _03285368cf940e37_0000000000000079_ps.txt} (100%) diff --git a/Enhancements/NewSuperMarioBrosU_FancyFX/03285368cf940e37_0000000000000079_ps.txt b/Enhancements/NewSuperMarioBrosU_FancyFX/03285368cf940e37_0000000000000079_ps.txt new file mode 100644 index 00000000..a3670987 --- /dev/null +++ b/Enhancements/NewSuperMarioBrosU_FancyFX/03285368cf940e37_0000000000000079_ps.txt @@ -0,0 +1,107 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 03285368cf940e37 //box bg + +//float dither = $dither ; +//float scaleShader = $scaleShader; +float scaleBlur = ($scaleBlur); //0.25 4k +int sampleScale = 2; +//float lightBloom = 0.95; + + +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem3; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG +const int samples = 8 * sampleScale, //8 or 4 balances xy position +LOD = 2, // gaussian done on MIPmap at scale LOD +sLOD = 1 << LOD; // tile size = 2^LOD +const float sigma = float(samples) * .25; + +float gaussian(vec2 i) { + return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma); +} + +vec4 blur(sampler2D sp, vec2 U, vec2 scale) { + vec4 O = vec4(0.0); + int s = samples / sLOD; + + for (int i = 0; i < s*s; i++) { + vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.; + O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD)); + } + + //O / O.a; + return vec4(O.x, O.y, O.z, 0.0)*18; //16 exact, 17 ~ a touch more haze to compensate res increase +} + +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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R123f = 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 = passParameterSem3; + +vec2 coord = passParameterSem3.xy*textureSize(textureUnitPS0, 0); // +vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0); +vec2 uv = coord * ps; + +R1f.xyz = blur(textureUnitPS0, R0f.xy, ps*scaleBlur).xyz; +R2f.xyz = R1f.xyz; +R3f.xyz = R1f.xyz; +R0f.xyz = R1f.xyz; +/* +R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz); +R3f.xyz = (texture(textureUnitPS0, R0f.xw).xyz); +R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); +*/ + +// 0 +PV0f.x = R1f.z + R2f.z; +PV0f.x /= 2.0; +PV0f.z = R1f.y + R2f.y; +PV0f.z /= 2.0; +PV0f.w = R1f.x + R2f.x; +PV0f.w /= 2.0; +// 1 +R123f.x = (R3f.y * 0.5 + PV0f.z); +PV1f.x = R123f.x; +R123f.y = (R3f.x * 0.5 + PV0f.w); +PV1f.y = R123f.y; +R123f.w = (R3f.z * 0.5 + PV0f.x); +PV1f.w = R123f.w; +// 2 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg2f = R0f.z; +R0f.x = (backupReg0f * 0.5 + PV1f.y)/2.0; +R0f.y = (backupReg1f * 0.5 + PV1f.x)/2.0; +R0f.z = (backupReg2f * 0.5 + PV1f.w)/2.0; +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Enhancements/NewSuperMarioBrosU_FancyFX/rules.txt b/Enhancements/NewSuperMarioBrosU_FancyFX/rules.txt new file mode 100644 index 00000000..4a90ddf5 --- /dev/null +++ b/Enhancements/NewSuperMarioBrosU_FancyFX/rules.txt @@ -0,0 +1,50 @@ +[Definition] +titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200 +name = Resolution +path = "New Super Mario Bros. U/Enhancements/Fancy FX" #and luigi +description = Pretty blur, de-band sky, re-align cinematic etc, maintained on Nvidia. +version = 3 + + +[Preset] +name = 2560x1440 (Native x2) +$internalRes = 1.0 +$dither = 0.1 +$scaleShader = 1.0 +$scaleBlur = 0.5 + +[Preset] +name = 1920x1080 (HD) +$internalRes = 1 +$dither = 0.15 +$scaleShader = 1.0 +$scaleBlur = 0.25 + +[Preset] +name = 3840x2160 (4k - Native x3) +$internalRes = 1 +$dither = 0.2 +$scaleShader = 1.0 +$scaleBlur = 1.0 + + +[TextureRedefine] +width = 1280 +height = 720 +formats = 0x001 +overwriteFormat = 0x005 +# + +[TextureRedefine] +width = 2048 +height = 512 +formats = 0x01a +overwriteFormat = 0x01f + +[TextureRedefine] +width = 1280 +height = 720 +formats = 0x01a +overwriteFormat = 0x01f +# + diff --git a/Resolutions/NewSuperMarioBrosU_Resolution/03285368cf940e37_0000000000000079_ps.txt b/Resolutions/NewSuperMarioBrosU_Resolution/_03285368cf940e37_0000000000000079_ps.txt similarity index 100% rename from Resolutions/NewSuperMarioBrosU_Resolution/03285368cf940e37_0000000000000079_ps.txt rename to Resolutions/NewSuperMarioBrosU_Resolution/_03285368cf940e37_0000000000000079_ps.txt diff --git a/Resolutions/NewSuperMarioBrosU_Resolution/rules.txt b/Resolutions/NewSuperMarioBrosU_Resolution/rules.txt index c638531d..3c5ba9b5 100644 --- a/Resolutions/NewSuperMarioBrosU_Resolution/rules.txt +++ b/Resolutions/NewSuperMarioBrosU_Resolution/rules.txt @@ -216,6 +216,27 @@ height = 90 overwriteWidth = ($width/$gameWidth) * 160 overwriteHeight = ($height/$gameHeight) * 90 +[TextureRedefine] +width = 128 +height = 64 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 128 +overwriteHeight = ($height/$gameHeight) * 64 + +[TextureRedefine] +width = 64 +height = 32 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 64 +overwriteHeight = ($height/$gameHeight) * 32 + +[TextureRedefine] +width = 32 +height = 16 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 32 +overwriteHeight = ($height/$gameHeight) * 16 + ## Gradient don't scale #width = 48 #height = 48