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https://github.com/cemu-project/cemu_graphic_packs.git
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[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
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8d5b8f039d
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@ -29,8 +29,8 @@ layout(location = 2) in vec4 passParameterSem2;
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layout(location = 3) in vec4 passParameterSem3;
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layout(location = 0) out vec4 passPixelColor0;
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// end of shader inputs/outputs
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float blurStart = $blurStart;
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float blurWidth = $blurWidth;
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const float blurStart = $blurStart;
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const float blurWidth = $blurWidth;
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const int nsamples = $nrOfPasses ; //original had aprox 8 at 640x240
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int clampFI32(int v)
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@ -1,45 +1,39 @@
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#version 420
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#version 430
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 74126253134563de
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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// Used for: Vertical Menu Background Blur
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shaders was auto-converted from OpenGL to Cemu.
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// shader 74126253134563de
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// Used for: Vertical Menu Background Blur
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const float resScale = float($height)/float($gameHeight);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[5];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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};
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#else
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uniform ivec4 uf_remappedVS[5];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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#endif
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// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem0;
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// end of shader inputs/outputs
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const float resScale = float($height)/float($gameHeight);
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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@ -48,7 +42,7 @@ else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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@ -80,7 +74,7 @@ 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) * (intBitsToFloat(0x3fae8a72)/3);
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R126f.x = intBitsToFloat(uf_remappedVS[0].w) * intBitsToFloat(0x3fae8a72)/resScale;
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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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@ -0,0 +1,133 @@
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#version 430
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader d5d751973ea3d3b4 // menu background box blur, initial downscaling.
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#endif
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[3];
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};
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#else
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uniform ivec4 uf_remappedVS[3];
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#endif
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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layout(location = 0) out vec4 passParameterSem1;
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layout(location = 1) out vec4 passParameterSem3;
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// end of shader inputs/outputs
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const float resScale = float($height)/float($gameHeight);
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R124f = vec4(0.0);
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vec4 R125f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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PV0f.x = (R1f.x > 0.0)?1.0:0.0;
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PV0f.y = (0.0 > R1f.y)?1.0:0.0;
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PV0f.z = (0.0 > R1f.x)?1.0:0.0;
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PV0f.w = (R1f.y > 0.0)?1.0:0.0;
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R1f.z = 0.0;
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PS0f = R1f.z;
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// 1
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R1f.x = PV0f.x + -(PV0f.z);
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PV1f.x = R1f.x;
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PV1f.y = PV0f.w + -(PV0f.y);
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R127f.z = intBitsToFloat(uf_remappedVS[0].x);
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R1f.w = 1.0;
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R126f.z = intBitsToFloat(uf_remappedVS[0].y);
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PS1f = R126f.z;
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// 2
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R127f.x = -(intBitsToFloat(uf_remappedVS[0].x)/resScale);
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R1f.y = PV1f.y;
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R123f.z = (-(PV1f.y) * 0.5 + 0.5);
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PV0f.z = R123f.z;
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R123f.w = (PV1f.x * 0.5 + 0.5);
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PV0f.w = R123f.w;
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R126f.x = -(intBitsToFloat(uf_remappedVS[0].y)/resScale);
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PS0f = R126f.x;
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// 3
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R125f.x = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedVS[1].w)) + intBitsToFloat(uf_remappedVS[1].y)/resScale);
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R127f.y = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[1].z)) + intBitsToFloat(uf_remappedVS[1].x)/resScale);
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PV1f.y = R127f.y;
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// 4
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backupReg0f = R127f.z;
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backupReg0f = R127f.z;
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R124f.x = mul_nonIEEE(R126f.x, intBitsToFloat(uf_remappedVS[2].x));
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PV0f.x = R124f.x;
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R126f.y = mul_nonIEEE(R127f.x, intBitsToFloat(uf_remappedVS[2].x));
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R127f.z = mul_nonIEEE(R126f.z, intBitsToFloat(uf_remappedVS[2].x));
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R127f.w = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedVS[2].x));
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PV0f.w = R127f.w;
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R126f.w = backupReg0f + PV1f.y;
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PS0f = R126f.w;
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// 5
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PV1f.x = R126f.x + R125f.x;
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R125f.y = R127f.x + R127f.y;
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PV1f.z = R126f.z + R125f.x;
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R0f.w = R125f.x + PV0f.x;
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R0f.x = R127f.y + PV0f.w;
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PS1f = R0f.x;
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// 6
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R2f.x = R127f.w + R126f.w;
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R0f.y = R125f.x + R127f.z;
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R0f.z = R127f.y + R126f.y;
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R2f.w = R124f.x + PV1f.x;
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R2f.y = R127f.z + PV1f.z;
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PS0f = R2f.y;
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// 7
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R2f.z = R126f.y + R125f.y;
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// export
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SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
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// export
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passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// 0
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}
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@ -79,6 +79,13 @@ $height = 2880
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$gameWidth = 1280
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$gameHeight = 720
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#[Preset]
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#name = 3840x2160 (Vertical x2 4320)
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#$width = 3840
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#$height = 4320
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#$gameWidth = 1280
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#$gameHeight = 720
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[Preset]
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name = 7680x4320 (8k)
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$width = 7680
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@ -190,11 +197,53 @@ $height = 2880
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$gameWidth = 1280
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$gameHeight = 720
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[TextureRedefine] #
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width = 1280
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height = 720
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine]
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width = 1280
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height = 720
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formats = 0x806
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overwriteFormat = 0x820
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[TextureRedefine]
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width = 1280
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height = 720
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formats = 0x816
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overwriteFormat = 0x820
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[TextureRedefine]
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width = 640
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height = 368
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine]
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width = 640
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height = 360
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine]
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width = 640
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height = 368
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formats = 0x816
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overwriteFormat = 0x820
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[TextureRedefine]
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width = 640
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height = 360
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formats = 0x816
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overwriteFormat = 0x820
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# Full Res
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[TextureRedefine]
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width = 1280
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height = 720
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formatsExcluded = 0x41A,0x431 # exclude the intro background texture, race end background
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formatsExcluded = 0x41A,0x431 # exclude the intro background texture, race end background
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tileModesExcluded = 0x001
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overwriteWidth = ($width/$gameWidth) * 1280
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overwriteHeight = ($height/$gameHeight) * 720
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@ -389,3 +438,4 @@ height = 360
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formats = 0x19,0x1a,0x806,0x816
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overwriteWidth = ($width/$gameWidth) * 320
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overwriteHeight = ($height/$gameHeight) * 360
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