[TP] FancyFX - removed LOD / .w shader is broken on Vulkan

This commit is contained in:
getdls 2020-01-18 19:23:18 +01:00
parent 85ffa02601
commit 55de532386
2 changed files with 0 additions and 593 deletions

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@ -1,111 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#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 SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader e334517825fdd599
//basline dof blur..
const float scaleBlur = $scaleBlur; //0.125 4k
const int sampleScaling = $presetPass;
#define EnableBlur $enableBlur
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform vec4 uf_fragCoordScale;
};
#else
uniform vec2 uf_fragCoordScale;
#endif
const int sampleScale = 2 + sampleScaling;
//const int sampleScale = 2 + sampleScaling;
// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
const int samples = 4 * sampleScale, //8 or 4 balances xy position + brightness hack
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));
}
//return O / O.a;
return vec4(O.x, O.y, O.z, 0.0)*20.0; // balance loss of brightness
}
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 R9f = 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;
#if (EnableBlur == 1)
vec2 scaler = uf_fragCoordScale.xy;
vec2 coord = R0f.xy*textureSize(textureUnitPS0, 0); //
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
vec2 uv = coord * ps;
R9f.xyz = blur(textureUnitPS0, R0f.xy, ps*0.5*scaleBlur*scaler).xyz;
R0f.w = (textureLod(textureUnitPS0, R0f.xy,0.0).w);
// export
passPixelColor0 = vec4(R9f.x, R9f.y, R9f.z, R0f.w);
#elif (EnableBlur == 0)
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
#endif
}

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[Definition]
titleIds = 000500001019C800,000500001019E600,000500001019E500
name = Resolution
path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Fancy FX"
description = Pretty blur, shadow x2, de-band sky, maintained on Nvidia. Made by getdls.
version = 4
[Preset] # Gaussian blur w correct scaling
name = Light blur - 1080p 8 pass
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 1.0
$internalRes = 1
$presetPass:int = 0
$enableBlur:int = 1
[Preset] # Scaling offset, looks blurrier on high res as additional passes mostly hide the error
name = ~1440p 8 pass
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 1.25
$internalRes = 1
$presetPass:int = 0
$enableBlur:int = 1
[Preset] # gaussian blur w correct scaling and an additional 4 passes
name = 2160p 12 pass
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 1.0
$internalRes = 1
$presetPass:int = 1
$enableBlur:int = 1
[Preset] # Scaling offset, looks blurrier on high res as additional passes mostly hide the error
name = ~2160p+ 12 pass
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 1.25
$internalRes = 1
$presetPass:int = 1
$enableBlur:int = 1
[Preset] # Scaling offset, looks blurrier on high res as additional passes mostly hide the error
name = ~4320p 16 pass
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 3.0
$internalRes = 1
$presetPass:int = 2
$enableBlur:int = 1
[Preset] #
name = Disable extra blur, keep other tweaks active
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 1.0
$internalRes = 1
$presetPass:int = 0
$enableBlur:int = 0
#[Preset] # Tanks performance, debug merge w res file.
#name = +1 Blur pass and defocus.
#$dither = 0.2
#$scaleShader = 1.0
#$scaleBlur = 1.5
#$internalRes = 1
#$presetPass:int = 1
#$enableBlur:int = 1
[TextureRedefine] #Double shadow res
width = 384
height = 384
###formatsExcluded =
overwriteWidth = 768
overwriteHeight = 768
## 1a -> 1f
#De-banding
[TextureRedefine]
width = 1920
height = 1088
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine]
width = 1920
height = 1080
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine] #
width = 1280
height = 720
formats = 0x01a
overwriteFormat = 0x01f
#[TextureRedefine] # spider web break
#width = 1024
#height = 1024
#formats = 0x01a
#overwriteFormat = 0x01f
#[TextureRedefine] # clouds
#width = 1024
#height = 512
#formats = 0x01a
#overwriteFormat = 0x01f
#
#[TextureRedefine] # clouds
#width = 1024
#height = 256
#formats = 0x01a
#overwriteFormat = 0x01f
#[TextureRedefine] # confirmation dialog not x8
#width = 1024
#height = 449
#formats = 0x01a
#overwriteFormat = 0x01f
[TextureRedefine] #viewport 0.5
width = 960
height = 544
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine]
width = 960
height = 540
formats = 0x01a
overwriteFormat = 0x01f
#[TextureRedefine] #
#width = 512
#height = 512
#formats = 0x01a
#overwriteFormat = 0x01f
[TextureRedefine] # bloom n cutscene
width = 480
height = 272
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine] # x8
width = 480
height = 270
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine] # x8
width = 448
height = 384
formats = 0x01a
overwriteFormat = 0x01f
#[TextureRedefine] # pad map bg
#width = 427
#height = 480
#formats = 0x01a
#overwriteFormat = 0x01f
[TextureRedefine] #
width = 384
height = 384
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine] #
width = 320
height = 288
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine] #
width = 320
height = 180
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine] # map xp
width = 448
height = 384
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine] # Map xp
width = 442
height = 383
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine] # mini map, all projections must be same overwriteFormat or break.
width = 435
height = 381
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine] # mini map, all projections must be same overwriteFormat or break.
width = 290
height = 280
formats = 0x01a
overwriteFormat = 0x01f
#[TextureRedefine] #pro contr
#width = 263
#height = 191
#formats = 0x01a
#overwriteFormat = 0x01f
#[TextureRedefine] # eyes
#width = 256
#height = 256
#formats = 0x01a
#overwriteFormat = 0x01f
## 7->f
[TextureRedefine] #viewport
width = 960
height = 544
formats = 0x007
overwriteFormat = 0x00f
[TextureRedefine]
width = 960
height = 540
formats = 0x007
overwriteFormat = 0x00f
#[TextureRedefine] #cloud
#width = 1024
#height = 512
#formats = 0x007
#overwriteFormat = 0x00f
#[TextureRedefine] #fix godray, break drooling plant
#width = 256
#height = 256
#formats = 0x007
#overwriteFormat = 0x00f
#[TextureRedefine] #dust
#width = 128
#height = 128
#formats = 0x007
#overwriteFormat = 0x00f
#[TextureRedefine] #dust
#width = 64
#height = 64
#formats = 0x007
#overwriteFormat = 0x00f
#[TextureRedefine] #dust?
#width = 32
#height = 32
#formats = 0x007
#overwriteFormat = 0x00f
#[TextureRedefine] #Gradient gui? removed until verified
#width = 8
#height = 64
#formats = 0x007
#overwriteFormat = 0x00f
#[TextureRedefine] #haze breaks
#width = 32
#height = 32
#formats = 0x002
#overwriteFormat = 0x007
#[TextureRedefine]
#formats = 0x001
#overwriteFormat = 0x005
#[TextureRedefine] #fix godrays, breaks fog
#width = 256
#height = 256
#formats = 0x001
#overwriteFormat = 0x005
#[TextureRedefine] #toxic mist breaks
#width = 128
#height = 128
#formats = 0x001
#overwriteFormat = 0x005
#[TextureRedefine] #toxic mist, air fog breaks
#width = 64
#height = 64
#formats = 0x001
#overwriteFormat = 0x005
#[TextureRedefine] #breaks
#width = 32
#height = 32
#formats = 0x001
#overwriteFormat = 0x005
##1 -> 5
[TextureRedefine] #
width = 1280
height = 720
formats = 0x001
overwriteFormat = 0x005
#[TextureRedefine] #
#width = 1024
#height = 1024
#formats = 0x001
#overwriteFormat = 0x005
#[TextureRedefine] # castle intro
#width = 1024
#height = 256
#formats = 0x001
#overwriteFormat = 0x005
# 8 -> 1f
#[TextureRedefine] #menu bg breaks do not use fmt 8
#width = 960
#height = 540
#formats = 0x008
#overwriteFormat = 0x01f
#Res/formats not BC
#
#1280x720x1,0x001
#1024x1024x1,0x001
#1024x512x1,0x007
#1024x256x1,0x007
#1024x256x1,0x001
#960x544x1,0x007
#960x540x1,0x008
#512x1024x1,0x001
#512x512x1,0x001
#416x278x1,0x001
#256x256x1,0x007
#256x256x1,0x001
#140x140x1,0x001
#128x256x1,0x001
#128x128x1,0x007
#128x128x1,0x002
#128x128x1,0x001
#128x117x1,0x007
#128x96x1,0x001
#128x77x1,0x001
#128x64x1,0x001
#128x32x1,0x001
#112x146x1,0x001
#112x112x1,0x007
#96x96x1,0x001
#90x82x1,0x007
#90x80x1,0x007
#88x88x1,0x007
#83x83x1,0x007
#64x512x1,0x001
#64x128x1,0x007
#64x64x1,0x007
#64x64x1,0x002
#64x64x1,0x001
#64x48x1,0x816
#64x32x1,0x001
#64x8x1,0x007
#64x8x1,0x001
#56x56x1,0x001
#56x32x1,0x001
#51x51x1,0x007
#50x50x1,0x007
#48x48x1,0x823
#48x48x1,0x816
#48x48x1,0x001
#42x16x1,0x001
#40x118x1,0x002
#40x44x1,0x007
#40x40x1,0x001
#32x64x1,0x001
#32x32x1,0x007
#32x32x1,0x002
#32x32x1,0x001
#25x50x1,0x007
#24x24x1,0x008
#16x128x1,0x001
#16x16x1,0x008
#16x16x1,0x001
#16x4x1,0x001
#8x146x1,0x001
#8x128x1,0x001
#8x50x1,0x007
#8x16x1,0x002
#8x8x1,0x007
#8x8x1,0x002
#8x8x1,0x001
#2048x512x1,0x01a #Title nope
#1920x1088x1,0x01a
#1920x1080x1,0x01a
#1280x720x1,0x01a
#1024x449x1,0x01a
#1024x223x1,0x01a
#960x544x1,0x01a
#960x540x1,0x01a
#958x1024x1,0x01a
#900x367x1,0x01a
#864x480x1,0x01a
#861x437x1,0x01a
#854x480x1,0x01a
#839x27x1,0x01a
#832x720x1,0x01a
#818x168x1,0x01a
#813x718x1,0x01a
#788x336x1,0x01a
#640x368x1,0x01a
#640x360x1,0x01a
#607x418x1,0x01a
#567x89x1,0x01a
#560x95x1,0x01a
#512x1024x1,0x01a
#512x512x1,0x01a
#512x256x1,0x01a
#480x272x1,0x01a
#480x270x1,0x01a
#470x119x1,0x01a
#450x165x1,0x01a
#448x384x1,0x01a
#442x383x1,0x01a
#427x480x1,0x01a
#397x85x1,0x01a
#393x231x1,0x01a
#384x384x1,0x01a
#384x320x1,0x01a
#362x319x1,0x01a
#320x288x1,0x01a
#290x280x1,0x01a
#263x191x1,0x01a
#262x140x1,0x01a
#256x512x1,0x01a
#256x256x1,0x01a
#256x128x1,0x01a
#236x86x1,0x01a
#236x50x1,0x01a
#234x133x1,0x01a
#227x64x1,0x01a
#211x50x1,0x01a
#204x91x1,0x01a
#192x512x1,0x01a
#155x128x1,0x01a
#150x150x1,0x01a
#128x2048x1,0x01a
#128x256x1,0x01a
#128x128x1,0x01a
#116x198x1,0x01a
#100x105x1,0x01a
#90x90x1,0x01a
#90x70x1,0x01a
#88x88x1,0x01a
#85x170x1,0x01a
#85x165x1,0x01a
#83x83x1,0x01a
#80x128x1,0x01a
#80x80x1,0x01a
#73x74x1,0x01a
#64x1024x1,0x01a
#64x512x1,0x01a
#64x64x1,0x01a
#60x60x1,0x01a
#56x140x1,0x01a
#55x55x1,0x01a
#42x47x1,0x01a
#40x40x1,0x01a
#37x35x1,0x01a
#30x30x1,0x01a
#16x32x1,0x01a
#10x10x1,0x01a
#8x256x1,0x01a
#8x8x1,0x01a
#4x4x1,0x01a
#3x30x1,0x01a