[MK8] scale some blurs, fix old issues, format conversion

Scales menu box blur
Usual format conversion 0x01a -> 0x01f  816->820
Fix minor issues /3, const etc
This commit is contained in:
getdls 2020-01-17 00:38:17 +01:00
parent 8d5b8f039d
commit 6025de5334
4 changed files with 196 additions and 19 deletions

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@ -29,8 +29,8 @@ layout(location = 2) in vec4 passParameterSem2;
layout(location = 3) in vec4 passParameterSem3;
layout(location = 0) out vec4 passPixelColor0;
// end of shader inputs/outputs
float blurStart = $blurStart;
float blurWidth = $blurWidth;
const float blurStart = $blurStart;
const float blurWidth = $blurWidth;
const int nsamples = $nrOfPasses ; //original had aprox 8 at 640x240
int clampFI32(int v)

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@ -1,45 +1,39 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 74126253134563de
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
// Used for: Vertical Menu Background Blur
#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
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#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 shaders was auto-converted from OpenGL to Cemu.
// shader 74126253134563de
// Used for: Vertical Menu Background Blur
const float resScale = float($height)/float($gameHeight);
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[5];
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
};
#else
uniform ivec4 uf_remappedVS[5];
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
#endif
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
// end of shader inputs/outputs
const float resScale = float($height)/float($gameHeight);
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
@ -48,7 +42,7 @@ 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));}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
@ -80,7 +74,7 @@ R126f.z = (0.0 > R1f.x)?1.0:0.0;
R126f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].w) * (intBitsToFloat(0x3fae8a72)/3);
R126f.x = intBitsToFloat(uf_remappedVS[0].w) * intBitsToFloat(0x3fae8a72)/resScale;
PS0f = R126f.x;
// 1
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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@ -0,0 +1,133 @@
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader d5d751973ea3d3b4 // menu background box blur, initial downscaling.
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
#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 gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#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
#endif
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[3];
};
#else
uniform ivec4 uf_remappedVS[3];
#endif
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
};
layout(location = 0) out vec4 passParameterSem1;
layout(location = 1) out vec4 passParameterSem3;
// end of shader inputs/outputs
const float resScale = float($height)/float($gameHeight);
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R124f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = (R1f.x > 0.0)?1.0:0.0;
PV0f.y = (0.0 > R1f.y)?1.0:0.0;
PV0f.z = (0.0 > R1f.x)?1.0:0.0;
PV0f.w = (R1f.y > 0.0)?1.0:0.0;
R1f.z = 0.0;
PS0f = R1f.z;
// 1
R1f.x = PV0f.x + -(PV0f.z);
PV1f.x = R1f.x;
PV1f.y = PV0f.w + -(PV0f.y);
R127f.z = intBitsToFloat(uf_remappedVS[0].x);
R1f.w = 1.0;
R126f.z = intBitsToFloat(uf_remappedVS[0].y);
PS1f = R126f.z;
// 2
R127f.x = -(intBitsToFloat(uf_remappedVS[0].x)/resScale);
R1f.y = PV1f.y;
R123f.z = (-(PV1f.y) * 0.5 + 0.5);
PV0f.z = R123f.z;
R123f.w = (PV1f.x * 0.5 + 0.5);
PV0f.w = R123f.w;
R126f.x = -(intBitsToFloat(uf_remappedVS[0].y)/resScale);
PS0f = R126f.x;
// 3
R125f.x = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedVS[1].w)) + intBitsToFloat(uf_remappedVS[1].y)/resScale);
R127f.y = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[1].z)) + intBitsToFloat(uf_remappedVS[1].x)/resScale);
PV1f.y = R127f.y;
// 4
backupReg0f = R127f.z;
backupReg0f = R127f.z;
R124f.x = mul_nonIEEE(R126f.x, intBitsToFloat(uf_remappedVS[2].x));
PV0f.x = R124f.x;
R126f.y = mul_nonIEEE(R127f.x, intBitsToFloat(uf_remappedVS[2].x));
R127f.z = mul_nonIEEE(R126f.z, intBitsToFloat(uf_remappedVS[2].x));
R127f.w = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedVS[2].x));
PV0f.w = R127f.w;
R126f.w = backupReg0f + PV1f.y;
PS0f = R126f.w;
// 5
PV1f.x = R126f.x + R125f.x;
R125f.y = R127f.x + R127f.y;
PV1f.z = R126f.z + R125f.x;
R0f.w = R125f.x + PV0f.x;
R0f.x = R127f.y + PV0f.w;
PS1f = R0f.x;
// 6
R2f.x = R127f.w + R126f.w;
R0f.y = R125f.x + R127f.z;
R0f.z = R127f.y + R126f.y;
R2f.w = R124f.x + PV1f.x;
R2f.y = R127f.z + PV1f.z;
PS0f = R2f.y;
// 7
R2f.z = R126f.y + R125f.y;
// export
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
// export
passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// 0
}

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@ -79,6 +79,13 @@ $height = 2880
$gameWidth = 1280
$gameHeight = 720
#[Preset]
#name = 3840x2160 (Vertical x2 4320)
#$width = 3840
#$height = 4320
#$gameWidth = 1280
#$gameHeight = 720
[Preset]
name = 7680x4320 (8k)
$width = 7680
@ -190,11 +197,53 @@ $height = 2880
$gameWidth = 1280
$gameHeight = 720
[TextureRedefine] #
width = 1280
height = 720
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine]
width = 1280
height = 720
formats = 0x806
overwriteFormat = 0x820
[TextureRedefine]
width = 1280
height = 720
formats = 0x816
overwriteFormat = 0x820
[TextureRedefine]
width = 640
height = 368
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine]
width = 640
height = 360
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine]
width = 640
height = 368
formats = 0x816
overwriteFormat = 0x820
[TextureRedefine]
width = 640
height = 360
formats = 0x816
overwriteFormat = 0x820
# Full Res
[TextureRedefine]
width = 1280
height = 720
formatsExcluded = 0x41A,0x431 # exclude the intro background texture, race end background
formatsExcluded = 0x41A,0x431 # exclude the intro background texture, race end background
tileModesExcluded = 0x001
overwriteWidth = ($width/$gameWidth) * 1280
overwriteHeight = ($height/$gameHeight) * 720
@ -389,3 +438,4 @@ height = 360
formats = 0x19,0x1a,0x806,0x816
overwriteWidth = ($width/$gameWidth) * 320
overwriteHeight = ($height/$gameHeight) * 360