mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-26 03:24:15 +01:00
[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
This commit is contained in:
parent
9a9362e0c3
commit
696d9f0d07
@ -5,14 +5,13 @@ $fullHeight = $argv[2];
|
|||||||
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
|
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
|
||||||
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
|
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
|
||||||
?>
|
?>
|
||||||
|
|
||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#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
|
// shader 59df1c7e1806366c
|
||||||
// aa-restore. Intial version
|
// aa-restore + sharpen pass. AA removal will override any setting here
|
||||||
//To - do //R2i.xyzw is possible a cemu bug. Replace with Alex FXAA
|
|
||||||
const float resScale = <?=$scaleFactorX?>;
|
const float resScale = <?=$scaleFactorX?>;
|
||||||
//const float resScale = 3.0;
|
|
||||||
uniform ivec4 uf_remappedPS[2];
|
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 = 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
|
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.y = ((PV0i.w == 0)?(R127i.w):(R126i.y));
|
||||||
R4i.z = ((PV0i.w == 0)?(R126i.z):(R126i.w));
|
R4i.z = ((PV0i.w == 0)?(R126i.z):(R126i.w));
|
||||||
}
|
}
|
||||||
//vec2 uv = gl_FragCoord.xy / textureSize(textureUnitPS1, 0);
|
vec2 uv = gl_FragCoord.xy / textureSize(textureUnitPS1, 0);
|
||||||
//vec4 sharpColour = vec4(texture(textureUnitPS1, uv).xyz - edgeStrength(uv) * sharpen_strength, 1.0);
|
vec4 sharpColour = vec4(texture(textureUnitPS1, uv).xyz - edgeStrength(uv) * sharpen_strength, 1.0);
|
||||||
|
|
||||||
// export
|
// export
|
||||||
passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
|
//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 = mix(sharpColour, vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)), 0.5);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user