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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Skal Fate 2018-12-04 01:27:49 -07:00 committed by GitHub
parent 5df59c72e3
commit 66f1c88f56
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2 changed files with 14 additions and 14 deletions

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@ -6,9 +6,9 @@
// shader f14bb57cd5c9cb77 - dumped 1.15
// Used for: Removing/Restoring the native BotW World Anti-Aliasing Implementation
#define preset $preset
#define aaSharper $worldSharper
#define aaBlurrier $worldBlurrier
#define preset 2
#define aaSharper 0.0
#define aaBlurrier 0.0
#if (preset == 0) // Native AA Disabled
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
@ -176,9 +176,9 @@ passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
#if (preset == 2) // FXAA
/*-----------------------------settings-------------------------------------*/
#define Subpix $subPix //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define EdgeThreshold $edgeThreshold //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define EdgeThresholdMin $edgeThresholdMin //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
#define Subpix 1.0 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define EdgeThreshold 0.0125 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define EdgeThresholdMin 0.0625 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
/*--------------------------------------------------------------------------*/
@ -239,8 +239,8 @@ FxaaFloat4 FxaaPixelShader(
FxaaFloat2 posM;
posM.x = pos.x;
posM.y = pos.y;
FxaaFloat4 rgbyM = vec4(FxaaTexTop(tex, posM).xyz, FxaaTexTop(lum, posM).x / resRatio); // Important Line
#define lumaM rgbyM.w // Important line
FxaaFloat4 rgbyM = vec4(FxaaTexTop(tex, posM).xyz, FxaaTexTop(lum, posM).x);
#define lumaM rgbyM.w // affects stuff
FxaaFloat4 luma4A = textureGather(lum, posM);
FxaaFloat4 luma4B = textureGatherOffset(lum, posM, FxaaInt2(-1, -1));
#define lumaE luma4A.z
@ -263,14 +263,14 @@ FxaaFloat4 FxaaPixelShader(
FxaaBool earlyExit = range < rangeMaxClamped;
if(earlyExit)
return rgbyM;
FxaaFloat lumaNE = FxaaTexOff(lum, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy).x / resRatio; // Important divide x
FxaaFloat lumaSW = FxaaTexOff(lum, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy).x / resRatio; // Important divide x
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
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
FxaaFloat lumaNS = lumaN + lumaS;
FxaaFloat lumaWE = lumaW + lumaE;
FxaaFloat subpixRcpRange = 1.0/range;
FxaaFloat subpixNSWE = lumaNS + lumaWE;
FxaaFloat edgeHorz1 = (lumaM) + lumaNS; // Important line due to lumaM
FxaaFloat edgeVert1 = (lumaM) + lumaWE; // Important line due to lumaM
FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
FxaaFloat lumaNESE = lumaNE + lumaSE;
FxaaFloat lumaNWNE = lumaNW + lumaNE;
FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;

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@ -45,7 +45,7 @@ $hazeFactor = 0.25
$bloom = 0.85
$gamma = 1.01
$exposure = 1.01
$vibrance = -0.05
$vibrance = 0.05
$crushContrast = 0.00
$bleach = 0.85
$sharp_mix = 0.25