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Revert "[XCX] rounding test, to be reverted"
This reverts commit f0d2bc5ea2
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f0d2bc5ea2
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@ -11,7 +11,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
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// shader 4d4b09634a7eab30
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// shader 4d4b09634a7eab30
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// Last step vertical blend. half tv scaled + pre-blending = aprox half step reduction
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// Last step vertical blend. half tv scaled + pre-blending = aprox half step reduction
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// To-do candidate for multi pass / bokeh replacement
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// To-do candidate for multi pass / bokeh replacement
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const float resScale = <?=round($scaleFactorY/2)?>;
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const float resScale = <?=round($scaleFactorY)/2?>;
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uniform ivec4 uf_remappedPS[7];
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uniform ivec4 uf_remappedPS[7];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4fde000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4fde000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf51aa000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf51aa000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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@ -10,7 +10,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
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// shader 5eb82314ffb8484e // bg scale, probably overkill to scale
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// shader 5eb82314ffb8484e // bg scale, probably overkill to scale
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// Last step vertical blend. half tv scaled + pre-blending = aprox half step reduction
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// Last step vertical blend. half tv scaled + pre-blending = aprox half step reduction
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// To-do candidate for multi pass / bokeh replacement
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// To-do candidate for multi pass / bokeh replacement
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const float resScale = <?=round($scaleFactorY/2)?>;
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const float resScale = <?=round($scaleFactorY)/2?>;
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//const float resScale = 2.0;
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//const float resScale = 2.0;
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uniform ivec4 uf_remappedPS[7];
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uniform ivec4 uf_remappedPS[7];
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