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BotwFxaa Improvement and Mario Kart 8 Contrasty Error Fix (#289)
* Update f14bb57cd5c9cb77_00000000000003c9_ps.txt Fxaa Improved final * Update rules.txt had a negative number in High Contrasty which created a cemu log error
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@ -6,9 +6,9 @@
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// shader f14bb57cd5c9cb77 - dumped 1.15
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// Used for: Removing/Restoring the native BotW World Anti-Aliasing Implementation
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#define preset $preset
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#define aaSharper $worldSharper
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#define aaBlurrier $worldBlurrier
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#define preset 2
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#define aaSharper 0.0
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#define aaBlurrier 0.0
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#if (preset == 0) // Native AA Disabled
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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@ -176,9 +176,9 @@ passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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#if (preset == 2) // FXAA
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/*-----------------------------settings-------------------------------------*/
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#define Subpix $subPix //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
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#define EdgeThreshold $edgeThreshold //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
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#define EdgeThresholdMin $edgeThresholdMin //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
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#define Subpix 1.0 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
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#define EdgeThreshold 0.0125 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
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#define EdgeThresholdMin 0.0625 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
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/*--------------------------------------------------------------------------*/
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@ -239,8 +239,8 @@ FxaaFloat4 FxaaPixelShader(
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FxaaFloat2 posM;
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posM.x = pos.x;
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posM.y = pos.y;
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FxaaFloat4 rgbyM = vec4(FxaaTexTop(tex, posM).xyz, FxaaTexTop(lum, posM).x / resRatio); // Important Line
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#define lumaM rgbyM.w // Important line
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FxaaFloat4 rgbyM = vec4(FxaaTexTop(tex, posM).xyz, FxaaTexTop(lum, posM).x);
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#define lumaM rgbyM.w // affects stuff
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FxaaFloat4 luma4A = textureGather(lum, posM);
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FxaaFloat4 luma4B = textureGatherOffset(lum, posM, FxaaInt2(-1, -1));
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#define lumaE luma4A.z
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@ -263,14 +263,14 @@ FxaaFloat4 FxaaPixelShader(
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FxaaBool earlyExit = range < rangeMaxClamped;
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if(earlyExit)
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return rgbyM;
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FxaaFloat lumaNE = FxaaTexOff(lum, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy).x / resRatio; // Important divide x
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FxaaFloat lumaSW = FxaaTexOff(lum, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy).x / resRatio; // Important divide x
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FxaaFloat lumaNE = FxaaTexOff(lum, posM, FxaaInt2(2, -2), fxaaQualityRcpFrame.xy).x * resRatio; // Important multiply x and changes -1,1 to 2s for some smoother vertical lines
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FxaaFloat lumaSW = FxaaTexOff(lum, posM, FxaaInt2(-2, 2), fxaaQualityRcpFrame.xy).x * resRatio; // Important multiply x and changes -1,1 to 2s for some smoother horizontal lines
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FxaaFloat lumaNS = lumaN + lumaS;
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FxaaFloat lumaWE = lumaW + lumaE;
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FxaaFloat subpixRcpRange = 1.0/range;
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FxaaFloat subpixNSWE = lumaNS + lumaWE;
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FxaaFloat edgeHorz1 = (lumaM) + lumaNS; // Important line due to lumaM
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FxaaFloat edgeVert1 = (lumaM) + lumaWE; // Important line due to lumaM
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FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
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FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
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FxaaFloat lumaNESE = lumaNE + lumaSE;
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FxaaFloat lumaNWNE = lumaNW + lumaNE;
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FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
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@ -45,7 +45,7 @@ $hazeFactor = 0.25
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$bloom = 0.85
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$gamma = 1.01
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$exposure = 1.01
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$vibrance = -0.05
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$vibrance = 0.05
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$crushContrast = 0.00
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$bleach = 0.85
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$sharp_mix = 0.25
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@ -115,4 +115,4 @@ $exposure = 0.975
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$vibrance = 0.05
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$crushContrast = 0.00
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$bleach = 0.85
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$sharp_mix = 0.1
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$sharp_mix = 0.1
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