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[BotW] minor bugfix for blurs
h horizontal X v vertical Y
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@ -10,7 +10,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
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#extension GL_ARB_shading_language_packing : enable
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// shader 0b9b8f5dfa16ad58
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// Fixed radius blur
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// main menu v
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// main menu h
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const float resXScale = <?=$scaleFactorX?>;
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const float resYScale = <?=$scaleFactorY?>;
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@ -129,7 +129,7 @@ PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
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R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
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PS0i = R125i.z;
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// 1
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R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y)));
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R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resYScale + intBitsToFloat(PV0i.y)));
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PV1i.x = R123i.x;
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R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x)));
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R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
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@ -73,7 +73,7 @@ PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resXScale);
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backupReg0f = R2f.y;
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backupReg1f = R2f.x;
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PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resYScale);
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R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resXScale;
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R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resYScale;
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R2f.z = PS0f;
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R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale;
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PS1f = R2f.x;
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@ -10,7 +10,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
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#extension GL_ARB_shading_language_packing : enable
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// shader 81eb264a750163d9
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// Fixed radius blur
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// volumetric light blur h
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// volumetric light blur v
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const float resXScale = <?=$scaleFactorX?>;
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const float resYScale = <?=$scaleFactorY?>;
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@ -73,9 +73,9 @@ PV0f.w = R0f.w;
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R0f.y = R2f.y;
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PS0f = R0f.y;
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// 1
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PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale);
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PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resYScale);
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PV1f.x /= 2.0;
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PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale);
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PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resXScale);
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PV1f.y /= 2.0;
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R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5);
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PS1f = R2f.x;
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@ -85,9 +85,9 @@ PV0f.w = R127f.w;
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R127f.x = PV1f.x * 1.0;
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PS0f = R127f.x;
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// 3
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R126f.x = (intBitsToFloat(uf_remappedVS[0].y) * 2.0 / resXScale + PV0f.w);
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R126f.x = (intBitsToFloat(uf_remappedVS[0].y) * 2.0 / resYScale + PV0f.w);
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R0f.y = PV0f.z + 0.5;
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R123f.z = (intBitsToFloat(uf_remappedVS[0].x) * 2.0 / resYScale + PV0f.y);
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R123f.z = (intBitsToFloat(uf_remappedVS[0].x) * 2.0 / resXScale + PV0f.y);
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PV1f.z = R123f.z;
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PV1f.w = PV0f.w;
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R0f.x = PV0f.x + 0.5;
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@ -10,7 +10,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
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#extension GL_ARB_shading_language_packing : enable
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// shader f69e84515ae56e70
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// Fixed radius blur
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// bloom blur h
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// bloom blur v
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const float resXScale = <?=$scaleFactorX?>;
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const float resYScale = <?=$scaleFactorY?>;
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@ -10,7 +10,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
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#extension GL_ARB_shading_language_packing : enable
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// shader fc3e63a2007625f8
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// Fixed radius blur
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// main menu h
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// main menu v
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const float resXScale = <?=$scaleFactorX?>;
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const float resYScale = <?=$scaleFactorY?>;
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@ -63,7 +63,7 @@ R126f.z = (0.0 > R1f.x)?1.0:0.0;
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R126f.z /= 2.0;
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R127f.w = 1.0;
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PV0f.w = R127f.w;
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R126f.x = intBitsToFloat(uf_remappedVS[0].w) / resXScale * intBitsToFloat(0x3fae8a72);
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R126f.x = intBitsToFloat(uf_remappedVS[0].w) / resYScale * intBitsToFloat(0x3fae8a72);
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PS0f = R126f.x;
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// 1
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R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
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