[NSMBU] Scale all, fix AA, fix bloom, fix DOF

Kiri's not around, guess it's safe to commit...
This commit is contained in:
getdls 2018-02-02 23:52:49 +01:00
parent 037c455e3b
commit 60614f47d0
4 changed files with 408 additions and 34 deletions

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 50e29e8929cea348
//AA fix PS
const float resScale = <?=$scaleFactorX?>;
//old contrasty, or just copy paste clarity
const float gamma = 0.95; // 1.0 is neutral
const float exposure = 1.05; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon.
const float vibrance = 0.2175; // 0.0 is neutral
const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail
const float postExposure = 1.16; // 1.0 is neutral, then slightly raise exposure back up.
vec3 contrasty(vec3 colour) {
vec3 fColour = (colour.xyz);
fColour = clamp(exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / gamma));
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
float mn = min(min(fColour.r, fColour.g), fColour.b);
float mx = max(max(fColour.r, fColour.g), fColour.b);
float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
vec3 lightness = vec3((mn + mx) / 2.0);
// vibrance
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
return fColour;
}
uniform ivec4 uf_remappedPS[3];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c5000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
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 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = 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;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem1;
if( activeMaskStackC[1] == true ) {
R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0f.x = R1f.z + R1f.w;
PV0f.y = R1f.y + -(R1f.w);
PV0f.z = R1f.x + -(R1f.z);
R127f.w = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x));
R126f.w = min(R1f.z, R1f.w);
PS0f = R126f.w;
// 1
R126f.x = PV0f.z + PV0f.y;
PV1f.x = R126f.x;
PV1f.y = R1f.x + PV0f.x;
R127f.z = min(R1f.x, R1f.y);
R125f.w = PV0f.z + -(PV0f.y);
PV1f.w = R125f.w;
R127f.y = max(R1f.z, R1f.w);
PS1f = R127f.y;
// 2
PV0f.x = R1f.y + PV1f.y;
PV0f.y = max(PV1f.w, -(PV1f.w));
PV0f.z = max(PV1f.x, -(PV1f.x));
PV0f.w = max(R1f.x, R1f.y);
R127f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + R127f.w);
PS0f = R127f.x;
// 3
PV1f.x = min(PV0f.z, PV0f.y);
PV1f.y = min(R126f.w, R127f.z);
PV1f.z = max(R127f.y, PV0f.w);
R123f.w = (PV0f.x * intBitsToFloat(0x3d000000) + intBitsToFloat(0x3b800000));
PV1f.w = R123f.w;
// 4
PV0f.x = min(R127f.x, PV1f.y);
PV0f.y = max(R127f.x, PV1f.z);
PV0f.w = max(PV1f.w, PV1f.x);
// 5
R0f.z = -(PV0f.x) + PV0f.y;
PS1f = 1.0 / PV0f.w;
// 6
PV0f.x = R125f.w * PS1f;
PV0f.y = R126f.x * PS1f;
// 7
PV1f.z = max(PV0f.x, intBitsToFloat(0xc0400000));
PV1f.w = max(PV0f.y, intBitsToFloat(0xc0400000));
// 8
R1f.x = min(PV1f.w, intBitsToFloat(0x40400000));
R1f.y = min(PV1f.z, intBitsToFloat(0x40400000));
// 9
predResult = (R0f.z > intBitsToFloat(uf_remappedPS[1].y));
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R3f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[2].z)/ resScale)) + R0f.x);
R3f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[2].w)/ resScale)) + R0f.y);
R0f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[2].x)/ resScale) + R0f.x);
R0f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[2].y)/ resScale) + R0f.y);
R3f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[2].z)/ resScale) + R0f.x);
PS0f = R3f.z;
// 1
R4f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[2].x)/ resScale)) + R0f.x);
R4f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[2].y)/ resScale)) + R0f.y);
R3f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[2].w)/ resScale) + R0f.y);
}
if( activeMaskStackC[2] == true ) {
R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
}
if( activeMaskStackC[2] == true ) {
// 0
R127f.x = R0f.w + R1f.w;
R127f.x /= 2.0;
R127f.y = R0f.z + R1f.z;
R127f.y /= 2.0;
R127f.z = R0f.y + R1f.y;
R127f.z /= 2.0;
R127f.w = R0f.x + R1f.x;
R127f.w /= 2.0;
// 1
PV1f.x = R2f.w + R3f.w;
PV1f.x /= 2.0;
PV1f.y = R2f.z + R3f.z;
PV1f.y /= 2.0;
PV1f.z = R2f.y + R3f.y;
PV1f.z /= 2.0;
PV1f.w = R2f.x + R3f.x;
PV1f.w /= 2.0;
// 2
R2f.x = R127f.w + PV1f.w;
R2f.x /= 2.0;
R2f.y = R127f.z + PV1f.z;
R2f.y /= 2.0;
R2f.z = R127f.y + PV1f.y;
R2f.z /= 2.0;
R2f.w = R127f.x + PV1f.x;
R2f.w /= 2.0;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(contrasty(R2f.xyz), R2f.w);
//passPixelColor0 = vec4(R2f.xyz, R2f.w);
}

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 70b82af4d17024d2
//AA fix
const float resScale = <?=$scaleFactorX?>;
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem1;
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 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R122f = vec4(0.0);
vec4 R123f = 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;
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)));
attrDecoder.xy = attrDataSem1.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
backupReg0f = R1f.x;
backupReg1f = R1f.y;
R1f.x = backupReg0f;
R1f.x *= 2.0;
R1f.y = backupReg1f;
R1f.y *= 2.0;
R1f.z = 0.0;
R1f.w = 1.0;
R122f.x = (-(intBitsToFloat(uf_remappedVS[0].x)/ resScale) * intBitsToFloat(0x3f266666) + R2f.x);
PS0f = R122f.x;
// 1
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)/ resScale) * intBitsToFloat(0x3f266666) + R2f.y);
PV1f.x = R123f.x;
R2f.z = PS0f;
// 2
R2f.w = PV1f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// 0
}

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader ec4a85d51e778437
//box blur fix
const float resScale = <?=$scaleFactorX?>;
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem3;
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);
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)));
attrDecoder.xy = attrDataSem1.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
backupReg0f = R1f.x;
backupReg1f = R1f.y;
R1f.x = backupReg0f;
R1f.x *= 2.0;
R1f.y = backupReg1f;
R1f.y *= 2.0;
R1f.z = intBitsToFloat(0xbf800000);
R1f.w = 1.0;
PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x) / resScale);
// 1
backupReg0f = R2f.y;
backupReg1f = R2f.x;
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y) / resScale);
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resScale;
R2f.z = PS0f;
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/ resScale;
PS1f = R2f.x;
// 2
R2f.w = PV1f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// 0
}

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = $fullWidth / 1280.0;
$scaleFactorY = $fullHeight / 720.0;
$title = get_title($fullWidth, $fullHeight);
?>
[Definition] [Definition]
titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200 titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200
name = "New Super Mario Bros. U - <?=$title?>" name = "New Super Mario Bros. U - 3840x2160"
version = 2 version = 2
[TextureRedefine] # tv #[TextureRedefine] #tilemap don't scale
#width = 2048
#height = 512
[TextureRedefine]
width = 1280 width = 1280
height = 720 height = 720
overwriteWidth = <?=round($scaleFactorX*1280)?> #formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a,0x234,0x235
overwriteHeight = <?=round($scaleFactorY*720)?> overwriteWidth = 3840
overwriteHeight = 2160
[TextureRedefine] # AA pass, shadows viewport [TextureRedefine] #map shadows
width = 640
height = 360
overwriteWidth = <?=round($scaleFactorX*640)?>
overwriteHeight = <?=round($scaleFactorY*360)?>
[TextureRedefine] #
width = 320
height = 180
overwriteWidth = <?=round($scaleFactorX*320)?>
overwriteHeight = <?=round($scaleFactorY*180)?>
##Textures
[TextureRedefine] # Dynamic shadows texture 3d overworld
width = 1024 width = 1024
height = 1024 height = 1024
formats = 0x005 #0x034 static shadow texture, don't scale formats = 0x005
overwriteWidth = <?=round($scaleFactorY*1024)?> overwriteWidth = 3072
overwriteHeight = <?=round($scaleFactorY*1024)?> overwriteHeight = 3072
[TextureRedefine] # gamepad [TextureRedefine]
width = 854 width = 854
height = 480 height = 480
#overwriteWidth = <?=round($scaleFactorX*1280)?> #formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a,0x234,0x235
#overwriteHeight = <?=round($scaleFactorY*720)?> overwriteWidth = 2562
overwriteHeight = 1440
[TextureRedefine]
width = 640
height = 360
#formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a,0x234,0x235
overwriteWidth = 1920
overwriteHeight = 1080
[TextureRedefine]
width = 320
height = 180
#formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a,0x234,0x235
overwriteWidth = 960
overwriteHeight = 540
[TextureRedefine]
width = 160
height = 90
#formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a,0x234,0x235
overwriteWidth = 480
overwriteHeight = 270