diff --git a/Enhancements/TwilightPrincessHD_FancyFX/e334517825fdd599_0000000000000079_ps.txt b/Enhancements/TwilightPrincessHD_FancyFX/e334517825fdd599_0000000000000079_ps.txt deleted file mode 100644 index 95a1101e..00000000 --- a/Enhancements/TwilightPrincessHD_FancyFX/e334517825fdd599_0000000000000079_ps.txt +++ /dev/null @@ -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 - -} diff --git a/Enhancements/TwilightPrincessHD_FancyFX/rules.txt b/Enhancements/TwilightPrincessHD_FancyFX/rules.txt deleted file mode 100644 index 399c8c07..00000000 --- a/Enhancements/TwilightPrincessHD_FancyFX/rules.txt +++ /dev/null @@ -1,482 +0,0 @@ -[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