From 696d9f0d07385c927dbf49ae6db9dfd5ea4b4a2b Mon Sep 17 00:00:00 2001 From: getdls Date: Mon, 19 Mar 2018 22:40:37 +0100 Subject: [PATCH] [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 --- .../59df1c7e1806366c_00000000000003c9_ps.txt | 15 +++++++-------- 1 file changed, 7 insertions(+), 8 deletions(-) diff --git a/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt b/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt index 710dc46e..eabbe109 100644 --- a/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt +++ b/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt @@ -5,14 +5,13 @@ $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 -const float sharpen_strength = 0.1; +const float sharpen_strength = 0.2; //0 off, 1 full (edge haloing) note, off = use only blur aa // shader 59df1c7e1806366c -// aa-restore. Intial version -//To - do //R2i.xyzw is possible a cemu bug. Replace with Alex FXAA +// aa-restore + sharpen pass. AA removal will override any setting here const float resScale = ; -//const float resScale = 3.0; uniform ivec4 uf_remappedPS[2]; 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 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 @@ -253,11 +252,11 @@ R4i.x = ((PV0i.w == 0)?(R127i.x):(R127i.z)); R4i.y = ((PV0i.w == 0)?(R127i.w):(R126i.y)); R4i.z = ((PV0i.w == 0)?(R126i.z):(R126i.w)); } -//vec2 uv = gl_FragCoord.xy / textureSize(textureUnitPS1, 0); -//vec4 sharpColour = vec4(texture(textureUnitPS1, uv).xyz - edgeStrength(uv) * sharpen_strength, 1.0); +vec2 uv = gl_FragCoord.xy / textureSize(textureUnitPS1, 0); +vec4 sharpColour = vec4(texture(textureUnitPS1, uv).xyz - edgeStrength(uv) * sharpen_strength, 1.0); // export -passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); -//passPixelColor0 = mix(sharpColour, vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)), 0.5); +//passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +passPixelColor0 = mix(sharpColour, vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)), 0.5); }