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[XCX] Re-add sharpen pass as default setting
XCX engine quick/cheap blur AA combined with a sharpen pass. This aproximates original setting but scales to any res. Edit sharpen_strength to personal preference const float sharpen_strength = 0.2; //0 off, 1 full (edge haloing) note, off = use only blur aa
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@ -5,14 +5,13 @@ $fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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const float sharpen_strength = 0.1;
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const float sharpen_strength = 0.2; //0 off, 1 full (edge haloing) note, off = use only blur aa
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// shader 59df1c7e1806366c
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// aa-restore. Intial version
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//To - do //R2i.xyzw is possible a cemu bug. Replace with Alex FXAA
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// aa-restore + sharpen pass. AA removal will override any setting here
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const float resScale = <?=$scaleFactorX?>;
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//const float resScale = 3.0;
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uniform ivec4 uf_remappedPS[2];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 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 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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@ -253,11 +252,11 @@ R4i.x = ((PV0i.w == 0)?(R127i.x):(R127i.z));
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R4i.y = ((PV0i.w == 0)?(R127i.w):(R126i.y));
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R4i.z = ((PV0i.w == 0)?(R126i.z):(R126i.w));
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}
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//vec2 uv = gl_FragCoord.xy / textureSize(textureUnitPS1, 0);
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//vec4 sharpColour = vec4(texture(textureUnitPS1, uv).xyz - edgeStrength(uv) * sharpen_strength, 1.0);
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vec2 uv = gl_FragCoord.xy / textureSize(textureUnitPS1, 0);
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vec4 sharpColour = vec4(texture(textureUnitPS1, uv).xyz - edgeStrength(uv) * sharpen_strength, 1.0);
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// export
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passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
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//passPixelColor0 = mix(sharpColour, vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)), 0.5);
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//passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
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passPixelColor0 = mix(sharpColour, vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)), 0.5);
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}
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