[MK8] Update to version 6 packs

This commit is contained in:
M&M 2020-11-23 15:01:57 -08:00
parent a9e44731f9
commit 71982fb197
42 changed files with 489 additions and 1433 deletions

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[Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = Anisotropic Filtering
path = "Mario Kart 8/Enhancements/Anisotropic Filtering"
description = Requires Cemu 1.21.3 or above|Enables x16 anisotropic filtering for ground/walls, wheels and other bits.|Has a minimal performance impact.
version = 6
# The descriptions of what each redefine does is just a general guideline, unlikely to apply for each track.
[TextureRedefine] # Floor textures
width = 512
height = 512
formats = 0x0431,0x433
overwriteAnisotropy = 16
[TextureRedefine] # Wheel textures
width = 256
height = 256
formats = 0x431
overwriteAnisotropy = 16
[TextureRedefine] # Wall textures
width = 1024
height = 2048
formats = 0x431
overwriteAnisotropy = 16
[TextureRedefine] # Various Environment Textures Tilesheets
width = 1024
height = 1024
formats = 0x431
overwriteAnisotropy = 16

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[Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = Bloom Adjustment
path = "Mario Kart 8/Enhancements/Bloom Adjustment"
description = Allows you to adjust how strong the bloom is. Full amount is the default intensity of bloom.
version = 4
[Preset]
name = Full Amount (Default)
$bloom = 1
[Preset]
name = Disabled
$bloom = 0
[Preset]
name = Quarter Amount
$bloom = 0.25
[Preset]
name = Half Amount
$bloom = 0.5

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[Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = Motion Quality Blur
path = "Mario Kart 8/Enhancements/Boost Blur Quality"
description = Increases the quality of the motion blur that's used when you're boosting. Increasing the quality will increase your GPU load.
version = 4
[Preset]
name = Higher quality blur, stronger intensity
$nrOfPasses:int = 16
$blurStart:float = 0.93
$blurWidth:float = 0.1
[Preset]
name = Equal amount of blur, same intensity
$nrOfPasses:int = 8
$blurStart:float = 0.975
$blurWidth:float = 0.025
[Preset]
name = Extreme quality blur, stronger intensity
$nrOfPasses:int = 24
$blurStart:float = 0.93
$blurWidth:float = 0.1

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#version 420
#ifdef VULKAN
layout(location = 0) in vec2 passUV;
layout(binding = 0) uniform sampler2D textureSrc;
layout(location = 0) out vec4 colorOut0;
#else
in vec2 passUV;
layout(binding=0) uniform sampler2D textureSrc;
layout(location = 0) out vec4 colorOut0;
#endif
/*-----------------------------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 FXAA_PC 1
#define FXAA_GLSL_130 1
#define FXAA_QUALITY_PRESET $FXAA_QUALITY_PRESET //15
//->29 - 39
#define FXAA_GREEN_AS_LUMA 1
#define FXAA_DISCARD 0
#define FXAA_GATHER4_ALPHA 0 // Needs #extension GL_ARB_gpu_shader5 : enable
/*--------------------------------------------------------------------------*/
#ifndef FXAA_GLSL_120
#define FXAA_GLSL_120 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_GLSL_130
#define FXAA_GLSL_130 0
#endif
/*--------------------------------------------------------------------------*/
/*==========================================================================*/
#ifndef FXAA_GREEN_AS_LUMA
//
// For those using non-linear color,
// and either not able to get luma in alpha, or not wanting to,
// this enables FXAA to run using green as a proxy for luma.
// So with this enabled, no need to pack luma in alpha.
//
// This will turn off AA on anything which lacks some amount of green.
// Pure red and blue or combination of only R and B, will get no AA.
//
// Might want to lower the settings for both,
// fxaaConsoleEdgeThresholdMin
// fxaaQualityEdgeThresholdMin
// In order to insure AA does not get turned off on colors
// which contain a minor amount of green.
//
// 1 = On.
// 0 = Off.
//
#define FXAA_GREEN_AS_LUMA 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_EARLY_EXIT
//
// Controls algorithm's early exit path.
// On PS3 turning this ON adds 2 cycles to the shader.
// On 360 turning this OFF adds 10ths of a millisecond to the shader.
// Turning this off on console will result in a more blurry image.
// So this defaults to on.
//
// 1 = On.
// 0 = Off.
//
#define FXAA_EARLY_EXIT 1
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_DISCARD
//
// Only valid for PC OpenGL currently.
// Probably will not work when FXAA_GREEN_AS_LUMA = 1.
//
// 1 = Use discard on pixels which don't need AA.
// For APIs which enable concurrent TEX+ROP from same surface.
// 0 = Return unchanged color on pixels which don't need AA.
//
#define FXAA_DISCARD 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_FAST_PIXEL_OFFSET
//
// Used for GLSL 120 only.
//
// 1 = GL API supports fast pixel offsets
// 0 = do not use fast pixel offsets
//
#ifdef GL_EXT_gpu_shader4
#define FXAA_FAST_PIXEL_OFFSET 1
#endif
#ifdef GL_NV_gpu_shader5
#define FXAA_FAST_PIXEL_OFFSET 1
#endif
#ifdef GL_ARB_gpu_shader5
#define FXAA_FAST_PIXEL_OFFSET 1
#endif
#ifndef FXAA_FAST_PIXEL_OFFSET
#define FXAA_FAST_PIXEL_OFFSET 0
#endif
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_GATHER4_ALPHA
//
// 1 = API supports gather4 on alpha channel.
// 0 = API does not support gather4 on alpha channel.
//
#if (FXAA_HLSL_5 == 1)
#define FXAA_GATHER4_ALPHA 1
#endif
#ifdef GL_ARB_gpu_shader5
#define FXAA_GATHER4_ALPHA 1
#endif
#ifdef GL_NV_gpu_shader5
#define FXAA_GATHER4_ALPHA 1
#endif
#ifndef FXAA_GATHER4_ALPHA
#define FXAA_GATHER4_ALPHA 0
#endif
#endif
/*============================================================================
FXAA QUALITY - TUNING KNOBS
------------------------------------------------------------------------------
NOTE the other tuning knobs are now in the shader function inputs!
============================================================================*/
#ifndef FXAA_QUALITY_PRESET
//
// Choose the quality preset.
// This needs to be compiled into the shader as it effects code.
// Best option to include multiple presets is to
// in each shader define the preset, then include this file.
//
// OPTIONS
// -----------------------------------------------------------------------
// 10 to 15 - default medium dither (10=fastest, 15=highest quality)
// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
// 39 - no dither, very expensive
//
// NOTES
// -----------------------------------------------------------------------
// 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
// 13 = about same speed as FXAA 3.9 and better than 12
// 23 = closest to FXAA 3.9 visually and performance wise
// _ = the lowest digit is directly related to performance
// _ = the highest digit is directly related to style
//
#define FXAA_QUALITY_PRESET 12
#endif
/*============================================================================
FXAA QUALITY - PRESETS
============================================================================*/
/*============================================================================
FXAA QUALITY - MEDIUM DITHER PRESETS
============================================================================*/
#if (FXAA_QUALITY_PRESET == 10)
#define FXAA_QUALITY_PS 3
#define FXAA_QUALITY_P0 1.5
#define FXAA_QUALITY_P1 3.0
#define FXAA_QUALITY_P2 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 11)
#define FXAA_QUALITY_PS 4
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 3.0
#define FXAA_QUALITY_P3 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 12)
#define FXAA_QUALITY_PS 5
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 4.0
#define FXAA_QUALITY_P4 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 13)
#define FXAA_QUALITY_PS 6
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 4.0
#define FXAA_QUALITY_P5 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 14)
#define FXAA_QUALITY_PS 7
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 4.0
#define FXAA_QUALITY_P6 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 15)
#define FXAA_QUALITY_PS 8
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 2.0
#define FXAA_QUALITY_P6 4.0
#define FXAA_QUALITY_P7 12.0
#endif
/*============================================================================
FXAA QUALITY - LOW DITHER PRESETS
============================================================================*/
#if (FXAA_QUALITY_PRESET == 20)
#define FXAA_QUALITY_PS 3
#define FXAA_QUALITY_P0 1.5
#define FXAA_QUALITY_P1 2.0
#define FXAA_QUALITY_P2 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 21)
#define FXAA_QUALITY_PS 4
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 22)
#define FXAA_QUALITY_PS 5
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 23)
#define FXAA_QUALITY_PS 6
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 24)
#define FXAA_QUALITY_PS 7
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 3.0
#define FXAA_QUALITY_P6 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 25)
#define FXAA_QUALITY_PS 8
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 2.0
#define FXAA_QUALITY_P6 4.0
#define FXAA_QUALITY_P7 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 26)
#define FXAA_QUALITY_PS 9
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 2.0
#define FXAA_QUALITY_P6 2.0
#define FXAA_QUALITY_P7 4.0
#define FXAA_QUALITY_P8 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 27)
#define FXAA_QUALITY_PS 10
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 2.0
#define FXAA_QUALITY_P6 2.0
#define FXAA_QUALITY_P7 2.0
#define FXAA_QUALITY_P8 4.0
#define FXAA_QUALITY_P9 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 28)
#define FXAA_QUALITY_PS 11
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 2.0
#define FXAA_QUALITY_P6 2.0
#define FXAA_QUALITY_P7 2.0
#define FXAA_QUALITY_P8 2.0
#define FXAA_QUALITY_P9 4.0
#define FXAA_QUALITY_P10 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 29)
#define FXAA_QUALITY_PS 12
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 2.0
#define FXAA_QUALITY_P6 2.0
#define FXAA_QUALITY_P7 2.0
#define FXAA_QUALITY_P8 2.0
#define FXAA_QUALITY_P9 2.0
#define FXAA_QUALITY_P10 4.0
#define FXAA_QUALITY_P11 8.0
#endif
/*============================================================================
FXAA QUALITY - EXTREME QUALITY
============================================================================*/
#if (FXAA_QUALITY_PRESET == 39)
#define FXAA_QUALITY_PS 12
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.0
#define FXAA_QUALITY_P2 1.0
#define FXAA_QUALITY_P3 1.0
#define FXAA_QUALITY_P4 1.0
#define FXAA_QUALITY_P5 1.5
#define FXAA_QUALITY_P6 2.0
#define FXAA_QUALITY_P7 2.0
#define FXAA_QUALITY_P8 2.0
#define FXAA_QUALITY_P9 2.0
#define FXAA_QUALITY_P10 4.0
#define FXAA_QUALITY_P11 8.0
#endif
/*============================================================================
API PORTING
============================================================================*/
#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
#define FxaaBool bool
#define FxaaDiscard discard
#define FxaaFloat float
#define FxaaFloat2 vec2
#define FxaaFloat3 vec3
#define FxaaFloat4 vec4
#define FxaaHalf float
#define FxaaHalf2 vec2
#define FxaaHalf3 vec3
#define FxaaHalf4 vec4
#define FxaaInt2 ivec2
#define FxaaSat(x) clamp(x, 0.0, 1.0)
#define FxaaTex sampler2D
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_GLSL_120 == 1)
// Requires,
// #version 120
// And at least,
// #extension GL_EXT_gpu_shader4 : enable
// (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)
#define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
#if (FXAA_FAST_PIXEL_OFFSET == 1)
#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
#else
#define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
#endif
#if (FXAA_GATHER4_ALPHA == 1)
// use #extension GL_ARB_gpu_shader5 : enable
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
#endif
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_GLSL_130 == 1)
// Requires "#version 130" or better
#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
#if (FXAA_GATHER4_ALPHA == 1)
// use #extension GL_ARB_gpu_shader5 : enable
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
#endif
#endif
/*--------------------------------------------------------------------------*/
/*============================================================================
GREEN AS LUMA OPTION SUPPORT FUNCTION
============================================================================*/
#if (FXAA_GREEN_AS_LUMA == 0)
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
#else
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
#endif
/*============================================================================
FXAA3 QUALITY - PC
============================================================================*/
#if (FXAA_PC == 1)
/*--------------------------------------------------------------------------*/
FxaaFloat4 FxaaPixelShader(
//
// Use noperspective interpolation here (turn off perspective interpolation).
// {xy} = center of pixel
FxaaFloat2 pos,
//
// Input color texture.
// {rgb_} = color in linear or perceptual color space
// if (FXAA_GREEN_AS_LUMA == 0)
// {___a} = luma in perceptual color space (not linear)
FxaaTex tex,
//
// Only used on FXAA Quality.
// This must be from a constant/uniform.
// {x_} = 1.0/screenWidthInPixels
// {_y} = 1.0/screenHeightInPixels
FxaaFloat2 fxaaQualityRcpFrame,
//
// Only used on FXAA Quality.
// This used to be the FXAA_QUALITY_SUBPIX define.
// It is here now to allow easier tuning.
// Choose the amount of sub-pixel aliasing removal.
// This can effect sharpness.
// 1.00 - upper limit (softer)
// 0.75 - default amount of filtering
// 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
// 0.25 - almost off
// 0.00 - completely off
FxaaFloat fxaaQualitySubpix,
//
// Only used on FXAA Quality.
// This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.
// It is here now to allow easier tuning.
// The minimum amount of local contrast required to apply algorithm.
// 0.333 - too little (faster)
// 0.250 - low quality
// 0.166 - default
// 0.125 - high quality
// 0.063 - overkill (slower)
FxaaFloat fxaaQualityEdgeThreshold,
//
// Only used on FXAA Quality.
// This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.
// It is here now to allow easier tuning.
// Trims the algorithm from processing darks.
// 0.0833 - upper limit (default, the start of visible unfiltered edges)
// 0.0625 - high quality (faster)
// 0.0312 - visible limit (slower)
// Special notes when using FXAA_GREEN_AS_LUMA,
// Likely want to set this to zero.
// As colors that are mostly not-green
// will appear very dark in the green channel!
// Tune by looking at mostly non-green content,
// then start at zero and increase until aliasing is a problem.
FxaaFloat fxaaQualityEdgeThresholdMin
) {
/*--------------------------------------------------------------------------*/
FxaaFloat2 posM;
posM.x = pos.x;
posM.y = pos.y;
#if (FXAA_GATHER4_ALPHA == 1)
#if (FXAA_DISCARD == 0)
FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
#if (FXAA_GREEN_AS_LUMA == 0)
#define lumaM rgbyM.w
#else
#define lumaM rgbyM.y
#endif
#endif
#if (FXAA_GREEN_AS_LUMA == 0)
FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
#else
FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
#endif
#if (FXAA_DISCARD == 1)
#define lumaM luma4A.w
#endif
#define lumaE luma4A.z
#define lumaS luma4A.x
#define lumaSE luma4A.y
#define lumaNW luma4B.w
#define lumaN luma4B.z
#define lumaW luma4B.x
#else
FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
#if (FXAA_GREEN_AS_LUMA == 0)
#define lumaM rgbyM.w
#else
#define lumaM rgbyM.y
#endif
FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
#endif
/*--------------------------------------------------------------------------*/
FxaaFloat maxSM = max(lumaS, lumaM);
FxaaFloat minSM = min(lumaS, lumaM);
FxaaFloat maxESM = max(lumaE, maxSM);
FxaaFloat minESM = min(lumaE, minSM);
FxaaFloat maxWN = max(lumaN, lumaW);
FxaaFloat minWN = min(lumaN, lumaW);
FxaaFloat rangeMax = max(maxWN, maxESM);
FxaaFloat rangeMin = min(minWN, minESM);
FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
FxaaFloat range = rangeMax - rangeMin;
FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
FxaaBool earlyExit = range < rangeMaxClamped;
/*--------------------------------------------------------------------------*/
if(earlyExit)
#if (FXAA_DISCARD == 1)
FxaaDiscard;
#else
return rgbyM;
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_GATHER4_ALPHA == 0)
FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
#else
FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
#endif
/*--------------------------------------------------------------------------*/
FxaaFloat lumaNS = lumaN + lumaS;
FxaaFloat lumaWE = lumaW + lumaE;
FxaaFloat subpixRcpRange = 1.0/range;
FxaaFloat subpixNSWE = lumaNS + lumaWE;
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;
FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
/*--------------------------------------------------------------------------*/
FxaaFloat lumaNWSW = lumaNW + lumaSW;
FxaaFloat lumaSWSE = lumaSW + lumaSE;
FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
/*--------------------------------------------------------------------------*/
FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
FxaaBool horzSpan = edgeHorz >= edgeVert;
FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
/*--------------------------------------------------------------------------*/
if(!horzSpan) lumaN = lumaW;
if(!horzSpan) lumaS = lumaE;
if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
/*--------------------------------------------------------------------------*/
FxaaFloat gradientN = lumaN - lumaM;
FxaaFloat gradientS = lumaS - lumaM;
FxaaFloat lumaNN = lumaN + lumaM;
FxaaFloat lumaSS = lumaS + lumaM;
FxaaBool pairN = abs(gradientN) >= abs(gradientS);
FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
if(pairN) lengthSign = -lengthSign;
FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
/*--------------------------------------------------------------------------*/
FxaaFloat2 posB;
posB.x = posM.x;
posB.y = posM.y;
FxaaFloat2 offNP;
offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
if(!horzSpan) posB.x += lengthSign * 0.5;
if( horzSpan) posB.y += lengthSign * 0.5;
/*--------------------------------------------------------------------------*/
FxaaFloat2 posN;
posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
FxaaFloat2 posP;
posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
FxaaFloat subpixE = subpixC * subpixC;
FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
/*--------------------------------------------------------------------------*/
if(!pairN) lumaNN = lumaSS;
FxaaFloat gradientScaled = gradient * 1.0/4.0;
FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
FxaaFloat subpixF = subpixD * subpixE;
FxaaBool lumaMLTZero = lumaMM < 0.0;
/*--------------------------------------------------------------------------*/
lumaEndN -= lumaNN * 0.5;
lumaEndP -= lumaNN * 0.5;
FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
FxaaBool doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;
/*--------------------------------------------------------------------------*/
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PS > 3)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PS > 4)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PS > 5)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PS > 6)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PS > 7)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PS > 8)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PS > 9)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PS > 10)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PS > 11)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PS > 12)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;
/*--------------------------------------------------------------------------*/
}
#endif
/*--------------------------------------------------------------------------*/
}
#endif
/*--------------------------------------------------------------------------*/
}
#endif
/*--------------------------------------------------------------------------*/
}
#endif
/*--------------------------------------------------------------------------*/
}
#endif
/*--------------------------------------------------------------------------*/
}
#endif
/*--------------------------------------------------------------------------*/
}
#endif
/*--------------------------------------------------------------------------*/
}
#endif
/*--------------------------------------------------------------------------*/
}
#endif
/*--------------------------------------------------------------------------*/
}
#endif
/*--------------------------------------------------------------------------*/
}
/*--------------------------------------------------------------------------*/
FxaaFloat dstN = posM.x - posN.x;
FxaaFloat dstP = posP.x - posM.x;
if(!horzSpan) dstN = posM.y - posN.y;
if(!horzSpan) dstP = posP.y - posM.y;
/*--------------------------------------------------------------------------*/
FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
FxaaFloat spanLength = (dstP + dstN);
FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
FxaaFloat spanLengthRcp = 1.0/spanLength;
/*--------------------------------------------------------------------------*/
FxaaBool directionN = dstN < dstP;
FxaaFloat dst = min(dstN, dstP);
FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
FxaaFloat subpixG = subpixF * subpixF;
FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
/*--------------------------------------------------------------------------*/
FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
#if (FXAA_DISCARD == 1)
return FxaaTexTop(tex, posM);
#else
return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
#endif
}
/*==========================================================================*/
#endif
//----------------------------------------------------------------------------------
// File: es3-kepler\FXAA\assets\shaders/FXAA_Default.frag
// SDK Version: v3.00
// Email: gameworks@nvidia.com
// Site: http://developer.nvidia.com/
//
// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//----------------------------------------------------------------------------------
//#version 100
/*
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
ivec2 resolution = textureSize(textureUnitPS0,0); // Retrieve Texture Dimensions
precision highp float;
vec2 RcpFrame = vec2(1.0 / float(resolution.x), 1.0 / float(resolution.y));
void main()
{
passPixelColor0 = FxaaPixelShader(passParameterSem1.xy, textureUnitPS1, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin);
}
*/
ivec2 resolution = textureSize(textureSrc,0); // Retrieve Texture Dimensions
precision highp float;
vec2 RcpFrame = vec2(1.0 / float(resolution.x), 1.0 / float(resolution.y));
void main()
{
colorOut0 = FxaaPixelShader(passUV.xy, textureSrc, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin);
//colorOut0 = vec4(texture(textureSrc, passUV).rgb,1.0);
}

View File

@ -1,70 +0,0 @@
[Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = Add FXAA (OpenGL)
path = "Mario Kart 8/Enhancements/Add FXAA (OpenGL)"
description = Adds FXAA to Mario Kart 8 which doesn't have any kind of anti-aliasing normally. Will fix jagged edges but might make the game look softer. Can only be used with OpenGL.
version = 4
rendererFilter = opengl
[OutputShader]
upscaleMagFilter = Linear
downscaleMagFilter = Linear
[Preset]
name = Fast default ET 0.45 FX 11
$Subpix:float = 0.5
$EdgeThreshold:float = 0.45
$EdgeThresholdMin:float = 0.05
$FXAA_QUALITY_PRESET:int = 11
[Preset]
name = Fastest ET 0.75 FX 10
$Subpix:float = 0.75
$EdgeThreshold:float = 0.75
$EdgeThresholdMin:float = 0.1
$FXAA_QUALITY_PRESET:int = 10
[Preset]
name = More edges and smearing ET 0.25 FX 11
$Subpix:float = 0.75
$EdgeThreshold:float = 0.25
$EdgeThresholdMin:float = 0.05
$FXAA_QUALITY_PRESET:int = 11
[Preset]
name = Slower bit better quality ET 0.4 FX 15
$Subpix:float = 0.75
$EdgeThreshold:float = 0.4
$EdgeThresholdMin:float = 0.05
$FXAA_QUALITY_PRESET:int = 15
[Preset]
name = Much slower bit better quality ET 0.4 FX 25
$Subpix:float = 0.75
$EdgeThreshold:float = 0.4
$EdgeThresholdMin:float = 0.05
$FXAA_QUALITY_PRESET:int = 25
[Preset]
name = Test process everything ET 0.05 FX 39
$Subpix:float = 0.5
$EdgeThreshold:float = 0.05
$EdgeThresholdMin:float = 0.003
$FXAA_QUALITY_PRESET:int = 39
#We don't have access to alpha or depth, just contrast detection with green channel as alpha substitute
#Since games have different styles there are no "correct" values.
#3200x1800 looks a lot worse than 3840x2160. Maybe N x 16 res is preferable?
#FXAA_QUALITY_PRESET
# 10 to 15 - default medium dither (10=fastest, 15=highest quality) //mostly relevant for Cemu
# 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
# 39 - no dither, very expensive //maybe for memory constrained scenarios?
# [0.000 to 1.000]
#Subpix:0.01 slowest -> 0.9 fastest - ?? -> More
#EdgeThreshold contrast cut off: 0.01 slowest -> 0.9 fastest - More edges processing -> Less
#EdgeThresholdMin black cut off: 0.01 slowest -> 0.9 fastest - Don't process below. Note green cutoff, as we don't have alpha
#Cheers Skalfate, I'd prob never would have done this without your Xeno AA port.

View File

@ -1,115 +0,0 @@
[Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = Texture level of detail
path = "Mario Kart 8/Enhancements/Negative Texture LOD"
description = Sharper textures at risk of shimmering when set too high.
version = 4
[Preset]
name = LOD -0.5 (Sharper)
$0x031 = -.5
$0x033 = 0
$0x034 = -.5
$0x035 = -.5
$0x01a = -.5
$0x431 = -.5
$0x235 = -.5
$0x433 = -.5
[Preset]
name = LOD -0.75
$0x031 = -.75
$0x033 = 0
$0x034 = -.75
$0x035 = -.75
$0x01a = -.75
$0x431 = -.75
$0x235 = -.75
$0x433 = -.75
[Preset]
name = LOD -1
$0x031 = -1
$0x033 = 0
$0x034 = -1
$0x035 = -1
$0x01a = -1
$0x431 = -1
$0x235 = -1
$0x433 = -1
[Preset]
name = LOD -4
$0x031 = -4
$0x033 = 0
$0x034 = -4
$0x035 = -4
$0x01a = -4
$0x431 = -4
$0x235 = -4
$0x433 = -4
[Preset]
name = LOD -9 (Sharpest)
$0x031 = -9
$0x033 = 0
$0x034 = -9
$0x035 = -9
$0x01a = -9
$0x431 = -9
$0x235 = -9
$0x433 = -9
[Preset]
name = LOD 0 Default
$0x031 = 0
$0x033 = 0
$0x034 = 0
$0x035 = 0
$0x01a = 0
$0x431 = 0
$0x235 = 0
$0x433 = 0
[Preset]
name = LOD +1(Aprox WiiU Look on higher resolution)
$0x031 = +1
$0x033 = 0
$0x034 = +1
$0x035 = +1
$0x01a = 0
$0x431 = +1
$0x235 = +1
$0x433 = +1
[TextureRedefine]
formats = 0x031 #0x431,0x432,0x433,0x434,0x435 not used.
overwriteRelativeLodBias = $0x031
[TextureRedefine]#Per format, possible to have separate scaling if needed
formats = 0x033
overwriteRelativeLodBias = $0x033
[TextureRedefine]
formats = 0x034
overwriteRelativeLodBias = $0x034
[TextureRedefine]
formats = 0x035
overwriteRelativeLodBias = $0x035
[TextureRedefine]
formats = 0x01a
overwriteRelativeLodBias = $0x01a
[TextureRedefine]
formats = 0x431
overwriteRelativeLodBias = $0x431
[TextureRedefine]
formats = 0x235
overwriteRelativeLodBias = $0x235
[TextureRedefine]
formats = 0x433
overwriteRelativeLodBias = $0x433

View File

@ -1,40 +0,0 @@
[Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = Shadow Resolution
path = "Mario Kart 8/Graphics/Shadow Resolution"
description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution.
version = 4
[Preset]
name = Medium (100%, Default)
$shadowRes = 1
[Preset]
name = Low (50%)
$shadowRes = 0.5
[Preset]
name = High (200%)
$shadowRes = 2
[Preset]
name = Ultra (300%)
$shadowRes = 3
[Preset]
name = Extreme (400%, Unstable)
$shadowRes = 4
[TextureRedefine] # Shadows
width = 1024
height = 1024
formats = 0x005
overwriteWidth = $shadowRes * 1024
overwriteHeight = $shadowRes * 1024
[TextureRedefine] # 3-4P shadows
width = 512
height = 512
formats = 0x005
overwriteWidth = $shadowRes * 512
overwriteHeight = $shadowRes * 512

View File

@ -1,6 +0,0 @@
[Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = 60FPS with 3/4P splitscreen mode
path = "Mario Kart 8/Mods/60FPS in splitscreen"
description = Forces the game to run at 60FPS instead of the 30FPS in 3-4P splitscreen. In those splitscreen modes, it normally alternates each side of the screen in one frame. This forces it to draw both sides instead. Made by theboy181 and Xalphenos
version = 4

View File

@ -1,4 +0,0 @@
[MK860ASMPVer4_1]
moduleMatches = 0xD09700CE
0x027DF2F4 = blr

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@ -1,6 +0,0 @@
[Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = Force FXAA In-Game
path = "Mario Kart 8/Mods/Force FXAA In-Game"
description = Force FXAA in game. Made by theboy181
version = 4

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@ -1,4 +0,0 @@
[MK860LODVer4_1]
moduleMatches = 0xD09700CE
0x10121DF0 = .float 3.00

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@ -1,6 +0,0 @@
[Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = Increased Model Level of Detail
path = "Mario Kart 8/Mods/Increased Model Level of Detail"
description = Increases the distance that the LOD will switch. Made by theboy181
version = 4

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@ -2,11 +2,10 @@
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = Contrasty
path = "Mario Kart 8/Enhancements/Contrasty"
description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Made by getdls.
version = 4
description = This pack tweaks the colors and contrast to whatever preset you set it as.|You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.|Made by getdls.
version = 6
[Preset]
name = Default
[Default]
$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0
@ -14,7 +13,7 @@ $redMid = 1.0
$greenMid = 1.0
$blueMid = 1.0
$redHilight = 1.0
$greenHilight =1.0
$greenHilight = 1.0
$blueHilight = 1.0
$contrastCurve = 0.0
@ -27,6 +26,10 @@ $crushContrast = 0.0
$bleach = 1.0
$sharp_mix = 0.0
[Preset]
name = Default
default = 1
[Preset]
name = High Contrasty
@ -37,7 +40,7 @@ $redMid = 0.99
$greenMid = 0.98
$blueMid = 0.99
$redHilight = 1.0
$greenHilight =1.0
$greenHilight = 1.0
$blueHilight = 1.02
$contrastCurve = 0.55
@ -59,7 +62,7 @@ $redMid = 1.0
$greenMid = 0.99
$blueMid = 1.0
$redHilight = 0.99
$greenHilight =0.99
$greenHilight = 0.99
$blueHilight = 0.99
$contrastCurve = 0.15
@ -81,7 +84,7 @@ $redMid = 1.0
$greenMid = 0.99
$blueMid = 1.0
$redHilight = 1.0
$greenHilight =1.0
$greenHilight = 1.0
$blueHilight = 1.0
@ -104,7 +107,7 @@ $redMid = 1.0
$greenMid = 0.99
$blueMid = 1.0
$redHilight = 0.97
$greenHilight =0.97
$greenHilight = 0.97
$blueHilight = 0.97
$contrastCurve = 0.4

View File

@ -2,21 +2,24 @@
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = Debanding
path = "Mario Kart 8/Enhancements/Debanding"
description = Smooth sky stair stepping banding
version = 4
description = Adds a debanding post processing shader to the game.|Incompatible with the FXAA post processing pack.|This pack can only be used with OpenGL.|Made by getdls.
version = 6
rendererFilter = opengl
[OutputShader]
upscaleMagFilter = Linear
downscaleMagFilter = Linear
[Preset]
name = Less deband T32 R16 I4 G50
[Default]
$Threshold:int = 64
$Range:int = 8
$Iterations:int = 4
$Grain:int = 50
[Preset]
name = Less deband T32 R16 I4 G50
default = 1
[Preset]
name = More deband and grain T64 R8 I4 G78
$Threshold:int = 64
@ -57,4 +60,4 @@ $Grain:int = 90
# (Optional) Add some extra noise to the image. This significantly helps cover
# up remaining banding and blocking artifacts, at comparatively little visual
# quality. Higher = more grain. Setting it to 1 disables the effect.
# GRAIN 48
# GRAIN 48

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@ -1,9 +1,9 @@
[Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = Removes the MKTV watermark
path = "Mario Kart 8/Mods/Remove MKTV Watermark"
description = Removes the MKTV watermark in the replays or highlight reel.
version = 4
name = Remove MKTV Watermark
path = "Mario Kart 8/Enhancements/Remove MKTV Watermark"
description = Removes the MKTV watermark in the replays or highlight reel.|Made by Crementif.
version = 6
[TextureRedefine]
width = 160

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@ -1,7 +1,11 @@
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 8e1337dde42fd224 //AA scaling. Used in in 3d views except gameplay
// shader 8e1337dde42fd224
// Used for: FXAA in-menu
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
@ -38,6 +42,14 @@ else if( v == 0xFFFFFFFF )
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
#if ($fxaa == 0)
void main()
{
// export
passPixelColor0 = texture(textureUnitPS0, passParameterSem2.xy);
}
#else
void main()
{
vec4 R0f = vec4(0.0);
@ -66,7 +78,6 @@ activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
float resScale = uf_fragCoordScale.x;
R0f = passParameterSem2;
if( activeMaskStackC[1] == true ) {
R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
@ -102,7 +113,7 @@ PV1f.x = min(PV0f.z, PV0f.y);
R123f.y = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[1].y)) + R127f.z);
PV1f.y = R123f.y;
PV1f.z = min(R127f.w, R126f.w);
R123f.w = (mul_nonIEEE(R127f.y,PV0f.x) + intBitsToFloat(uf_remappedPS[0].w)*resScale);
R123f.w = (mul_nonIEEE(R127f.y,PV0f.x) + intBitsToFloat(uf_remappedPS[0].w)/resXScale);
PV1f.w = R123f.w;
PS1f = max(PV0f.w, PS0f);
// 4
@ -134,15 +145,15 @@ activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R3f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[3].z)*resScale)) + R0f.x);
R3f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[3].w)*resScale)) + R0f.y);
R3f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[3].z)/resXScale)) + R0f.x);
R3f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[3].w)/resYScale)) + R0f.y);
R0f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[3].x)) + R0f.x);
R0f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].y)) + R0f.y);
R3f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[3].z)) + R0f.x);
PS0f = R3f.z;
// 1
R4f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[3].x)*resScale)) + R0f.x);
R4f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[3].y)*resScale)) + R0f.y);
R4f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[3].x)/resXScale)) + R0f.x);
R4f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[3].y)/resYScale)) + R0f.y);
R3f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].w)) + R0f.y);
}
if( activeMaskStackC[2] == true ) {
@ -184,3 +195,4 @@ activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}
#endif

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@ -1,9 +1,10 @@
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader be99d80628d31127 - FXAA in-game (with mod)
const float resScale = float($width)/float($gameWidth);
// shader be99d80628d31127
// Used for: FXAA in-game (with mod)
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
#ifdef VULKAN
@ -41,6 +42,14 @@ else if( v == 0xFFFFFFFF )
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
#if ($fxaa == 0)
void main()
{
// export
passPixelColor0 = texture(textureUnitPS0, passParameterSem2.xy);
}
#else
void main()
{
vec4 R0f = vec4(0.0);
@ -120,10 +129,10 @@ R1f.x = max(R3f.x, -(R3f.x));
PV0f.x = R1f.x;
R2f.y = backupReg0f + R2f.x;
PV0f.y = R2f.y;
R0f.z = intBitsToFloat(uf_remappedPS[2].z)/resScale * 0.25;
R0f.z = intBitsToFloat(uf_remappedPS[2].z)/resXScale * 0.25;
R0f.w = max(R1f.y, -(R1f.y));
PV0f.w = R0f.w;
R2f.x = -(intBitsToFloat(uf_remappedPS[3].x)/resScale);
R2f.x = -(intBitsToFloat(uf_remappedPS[3].x)/resXScale);
PS0f = R2f.x;
// 1
R3f.y = R2f.z + PV0f.y;
@ -133,13 +142,13 @@ PS1f = R2f.y;
// 2
R3f.y = R2f.w + PV1f.y;
PV0f.y = R3f.y;
R1f.z = intBitsToFloat(uf_remappedPS[3].x)/resScale;
R0f.w = intBitsToFloat(uf_remappedPS[3].y)/resScale;
R5f.y = -(intBitsToFloat(uf_remappedPS[3].y)/resScale);
R1f.z = intBitsToFloat(uf_remappedPS[3].x)/resXScale;
R0f.w = intBitsToFloat(uf_remappedPS[3].y)/resYScale;
R5f.y = -(intBitsToFloat(uf_remappedPS[3].y)/resXScale);
PS0f = R5f.y;
// 3
backupReg0f = R0f.z;
R0f.z = (mul_nonIEEE(backupReg0f,PV0f.y) + intBitsToFloat(uf_remappedPS[2].w)/resScale);
R0f.z = (mul_nonIEEE(backupReg0f,PV0f.y) + intBitsToFloat(uf_remappedPS[2].w));
PV1f.z = R0f.z;
// 4
backupReg0f = R2f.y;
@ -155,14 +164,14 @@ PV0f.x = R1f.x;
R1f.y = mul_nonIEEE(backupReg0f, PS1f);
PV0f.y = R1f.y;
// 7
R1f.x = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[2].y)/resScale));
R1f.x = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[2].y)/resXScale));
PV1f.x = R1f.x;
R1f.y = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[2].y)/resScale));
R1f.y = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[2].y)/resYScale));
PV1f.y = R1f.y;
// 8
R1f.x = min(PV1f.x, intBitsToFloat(uf_remappedPS[2].y)/resScale);
R1f.x = min(PV1f.x, intBitsToFloat(uf_remappedPS[2].y)/resXScale);
PV0f.x = R1f.x;
R1f.y = min(PV1f.y, intBitsToFloat(uf_remappedPS[2].y)/resScale);
R1f.y = min(PV1f.y, intBitsToFloat(uf_remappedPS[2].y)/resXScale);
PV0f.y = R1f.y;
// 9
backupReg0f = R0f.x;
@ -210,3 +219,4 @@ activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
}
#endif

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@ -97,3 +97,18 @@ _scaleAddr = 0x00000000
#replace math with branch
0x024AEBEC = bla _scaleAspect
# FXAA In-Game
[MK8FXAAVer4_1]
moduleMatches = 0xD09700CE
0x027DF2F4 = blr
# Level of Detail
[MK8LODVer4_1]
moduleMatches = 0xD09700CE
0x10121DF0 = .float $levelOfDetail

View File

@ -1,203 +1,445 @@
[Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = Resolution
path = "Mario Kart 8/Graphics/Resolution"
description = Changes the resolution of the game. Made by Crementif.
version = 4
name = Graphic Options
path = "Mario Kart 8/Graphics"
description = Allows you to change the game's TV resolution, gamepad resolution, shadow quality, anti-aliasing, bloom amount, motion blur quality, level of detail, and anisotropic filtering quality.|Made by Crementif, theboy181 and Slashiee.
version = 6
[Preset]
name = 1280x720 (Default)
[Default]
$width = 1280
$height = 720
$padWidth = 854
$padHeight = 480
$gameWidth = 1280
$gameHeight = 720
$gamePadWidth = 854
$gamePadHeight = 480
$shadowQuality = 1
$anisotropy = 1
$fxaa:int = 1
$bloom = 1
$nrOfPasses:int = 8
$blurStart = 0.975
$blurWidth = 0.025
$levelOfDetail = 1
// Performance
# TV Resolution
[Preset]
name = 320x180
category = TV Resolution
$width = 320
$height = 180
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 640x360
category = TV Resolution
$width = 640
$height = 360
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 854x480
category = TV Resolution
$width = 854
$height = 480
[Preset]
name = 960x540
category = TV Resolution
$width = 960
$height = 540
$gameWidth = 1280
$gameHeight = 720
// Common HD Resolutions
[Preset]
name = 1280x720
category = TV Resolution
default = 1
[Preset]
name = 1600x900
category = TV Resolution
$width = 1600
$height = 900
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 1920x1080
category = TV Resolution
$width = 1920
$height = 1080
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 2560x1440
category = TV Resolution
$width = 2560
$height = 1440
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 3200x1800
category = TV Resolution
$width = 3200
$height = 1800
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 3840x2160
category = TV Resolution
$width = 3840
$height = 2160
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 5120x2880
category = TV Resolution
$width = 5120
$height = 2880
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 7680x4320
category = TV Resolution
$width = 7680
$height = 4320
$gameWidth = 1280
$gameHeight = 720
#[Preset]
#name = 3840x2160 (Vertical x2 4320)
#$width = 3840
#$height = 4320
#$gameWidth = 1280
#$gameHeight = 720
// Common Ultrawide Resolutions
[Preset]
name = 2560x1080 ("21:9")
name = 2560x1080 (21:9)
category = TV Resolution
$width = 2560
$height = 1080
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 3440x1440 ("21:9")
name = 3440x1440 (21:9)
category = TV Resolution
$width = 3440
$height = 1440
$gameWidth = 1280
$gameHeight = 720
// Common 16:10 Resolutions
[Preset]
name = 1440x936 (16:10)
name = 1440x900 (16:10)
category = TV Resolution
$width = 1440
$height = 936 # 720x1.3
$gameWidth = 1280
$gameHeight = 720
$height = 900
[Preset]
name = 1680x1080 (16:10)
name = 1680x1050 (16:10)
category = TV Resolution
$width = 1680
$height = 1080 # 720x1.5
$gameWidth = 1280
$gameHeight = 720
$height = 1050
[Preset]
name = 1920x1224 (16:10)
name = 1920x1200 (16:10)
category = TV Resolution
$width = 1920
$height = 1224 # 720x1.7
$gameWidth = 1280
$gameHeight = 720
$height = 1200
[Preset]
name = 2560x1656 (16:10)
name = 2560x1600 (16:10)
category = TV Resolution
$width = 2560
$height = 1656 # 720x2.3
$gameWidth = 1280
$gameHeight = 720
$height = 1600
[Preset]
name = 2880x1800 (16:10)
category = TV Resolution
$width = 2880
$height = 1800 # 720x2.5
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 3840x2448 (16:10)
$width = 3840
$height = 2448 # 720x3.4
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 5120x3168 (16:10)
$width = 5120
$height = 3168 # 720x4.4
$gameWidth = 1280
$gameHeight = 720
// Common HD Resolutions (2 Monitors)
[Preset]
name = 3840x1080 (32:9)
$width = 3840
$height = 1080
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 5120x1440 (32:9)
$width = 5120
$height = 1440
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 6400x1800 (32:9)
$width = 6400
$height = 1800
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 7680x2160 (32:9)
$width = 7680
$height = 2160
$gameWidth = 1280
$gameHeight = 720
name = 3840x2400 (16:10)
category = TV Resolution
$width = 3840
$height = 2400
[Preset]
name = 10240x2880 (32:9)
$width = 10240
$height = 2880
$gameWidth = 1280
$gameHeight = 720
name = 5120x3200 (16:10)
category = TV Resolution
$width = 5120
$height = 3200
[TextureRedefine] #
# Gamepad Resolution
[Preset]
name = 320x180
category = Gamepad Resolution
$padWidth = 320
$padHeight = 180
[Preset]
name = 640x360
category = Gamepad Resolution
$padWidth = 640
$padHeight = 360
[Preset]
name = 854x480
category = Gamepad Resolution
default = 1
[Preset]
name = 960x540
category = Gamepad Resolution
$padWidth = 960
$padHeight = 540
[Preset]
name = 1280x720
category = Gamepad Resolution
$padWidth = 1280
$padHeight = 720
[Preset]
name = 1600x900
category = Gamepad Resolution
$padWidth = 1600
$padHeight = 900
[Preset]
name = 1920x1080
category = Gamepad Resolution
$padWidth = 1920
$padHeight = 1080
[Preset]
name = 2560x1440
category = Gamepad Resolution
$padWidth = 2560
$padHeight = 1440
[Preset]
name = 3200x1800
category = Gamepad Resolution
$padWidth = 3200
$padHeight = 1800
[Preset]
name = 3840x2160
category = Gamepad Resolution
$padWidth = 3840
$padHeight = 2160
[Preset]
name = 5120x2880
category = Gamepad Resolution
$padWidth = 5120
$padHeight = 2880
[Preset]
name = 7680x4320
category = Gamepad Resolution
$padWidth = 7680
$padHeight = 4320
[Preset]
name = 2560x1080 (21:9)
category = Gamepad Resolution
$padWidth = 2560
$padHeight = 1080
[Preset]
name = 3440x1440 (21:9)
category = Gamepad Resolution
$padWidth = 3440
$padHeight = 1440
[Preset]
name = 1440x900 (16:10)
category = Gamepad Resolution
$padWidth = 1440
$padHeight = 900
[Preset]
name = 1680x1050 (16:10)
category = Gamepad Resolution
$padWidth = 1680
$padHeight = 1050
[Preset]
name = 1920x1200 (16:10)
category = Gamepad Resolution
$padWidth = 1920
$padHeight = 1200
[Preset]
name = 2560x1600 (16:10)
category = Gamepad Resolution
$padWidth = 2560
$padHeight = 1600
[Preset]
name = 2880x1800 (16:10)
category = Gamepad Resolution
$padWidth = 2880
$padHeight = 1800
[Preset]
name = 3840x2400 (16:10)
category = Gamepad Resolution
$padWidth = 3840
$padHeight = 2400
[Preset]
name = 5120x3200 (16:10)
category = Gamepad Resolution
$padWidth = 5120
$padHeight = 3200
# Shadow Quality
[Preset]
name = Low
category = Shadow Quality
$shadowQuality = 0.5
[Preset]
name = Medium
category = Shadow Quality
default = 1
[Preset]
name = High
category = Shadow Quality
$shadowQuality = 2
[Preset]
name = Ultra
category = Shadow Quality
$shadowQuality = 3
[Preset]
name = Extreme
category = Shadow Quality
$shadowQuality = 4
# Anti-Aliasing
[Preset]
name = Off
category = Anti-Aliasing
$fxaa:int = 0
[Preset]
name = On
category = Anti-Aliasing
default = 1
# Bloom
[Preset]
name = Off
category = Bloom Amount
$bloom = 0
[Preset]
name = Low
category = Bloom Amount
$bloom = 0.5
[Preset]
name = Normal
category = Bloom Amount
default = 1
[Preset]
name = High
category = Bloom Amount
$bloom = 1.25
[Preset]
name = Ultra
category = Bloom Amount
$bloom = 1.5
# Motion Blur
[Preset]
name = Off
category = Motion Blur Quality
$nrOfPasses:int = 0
[Preset]
name = Low
category = Motion Blur Quality
$nrOfPasses:int = 4
[Preset]
name = Normal
category = Motion Blur Quality
default = 1
[Preset]
name = High
category = Motion Blur Quality
$nrOfPasses:int = 16
$blurStart = 0.93
$blurWidth = 0.1
[Preset]
name = Ultra
category = Motion Blur Quality
$nrOfPasses:int = 24
$blurStart = 0.93
$blurWidth = 0.1
[Preset]
name = Extreme
category = Motion Blur Quality
$nrOfPasses:int = 32
$blurStart = 0.93
$blurWidth = 0.1
# Level of Detail
[Preset]
name = Low
category = Level of Detail
$levelOfDetail = 0.5
[Preset]
name = Normal
category = Level of Detail
default = 1
[Preset]
name = High
category = Level of Detail
$levelOfDetail = 2
[Preset]
name = Ultra
category = Level of Detail
$levelOfDetail = 3
# Anisotropic Filtering Quality
[Preset]
name = 1x
category = Anisotropic Filtering Quality
default = 1
[Preset]
name = 2x
category = Anisotropic Filtering Quality
$anisotropy = 2
[Preset]
name = 4x
category = Anisotropic Filtering Quality
$anisotropy = 4
[Preset]
name = 8x
category = Anisotropic Filtering Quality
$anisotropy = 8
[Preset]
name = 16x
category = Anisotropic Filtering Quality
$anisotropy = 16
# Anisotropic Filtering
[TextureRedefine]
tileModesExcluded = 0x001 # ignore cpu processed textures
formatsExcluded = 0x001,0x019,0x01a,0x01f,0x122,0x806,0x80e,0x816,0x820 # ignore viewports and cubemaps
overwriteAnisotropy = $anisotropy
# Color Depth
[TextureRedefine]
width = 1280
height = 720
formats = 0x01a
@ -263,6 +505,8 @@ height = 180
formats = 0x019
overwriteFormat = 0x01f
# Texture Redefines
# Full Res
[TextureRedefine]
width = 1280
@ -277,24 +521,24 @@ overwriteHeight = ($height/$gameHeight) * 720
width = 864
height = 480
formats = 0x816,0x019
overwriteWidth = ($width/$gameWidth) * 864
overwriteHeight = ($height/$gameHeight) * 480
overwriteWidth = ($padWidth/$gamePadWidth) * 864
overwriteHeight = ($padHeight/$gamePadHeight) * 480
# Gamepad
[TextureRedefine]
width = 854
height = 480
formats = 0x816,0x019
overwriteWidth = ($width/$gameWidth) * 854
overwriteHeight = ($height/$gameHeight) * 480
overwriteWidth = ($padWidth/$gamePadWidth) * 854
overwriteHeight = ($padHeight/$gamePadHeight) * 480
#[TextureRedefine]# Not verified
#[TextureRedefine] # Not verified (try verify with tilemode and depth?)
#width = 800
#height = 464
#formats = 0x01a
#overwriteWidth = ($width/$gameWidth) * 800
#overwriteHeight = ($height/$gameHeight) * 464
#
#[TextureRedefine]
#width = 800
#height = 450
@ -406,7 +650,7 @@ formats = 0x019
overwriteWidth = ($width/$gameWidth) * 320
overwriteHeight = ($height/$gameHeight) * 180
[TextureRedefine]#Depth
[TextureRedefine] #Depth
width = 256
height = 256
formats = 0x80e
@ -420,7 +664,7 @@ formats = 0x816
overwriteWidth = ($width/$gameWidth) * 256
overwriteHeight = ($height/$gameHeight) * 128
[TextureRedefine]#Depth
[TextureRedefine] #Depth
width = 160
height = 160
formats = 0x80e
@ -441,7 +685,7 @@ formats = 0x816
overwriteWidth = ($width/$gameWidth) * 160
overwriteHeight = ($height/$gameHeight) * 96
[TextureRedefine]#Depth
[TextureRedefine] #Depth
width = 148
height = 148
formats = 0x80e
@ -561,63 +805,63 @@ height = 16
overwriteWidth = ($width/$gameWidth) * 140
overwriteHeight = ($height/$gameHeight) * 16
[TextureRedefine]#MKtv depth, normals
[TextureRedefine] #MKTV depth, normals
width = 960
height = 544
formats = 0x80e,0x019,0x816
overwriteWidth = ($width/$gameWidth) * 960
overwriteHeight = ($height/$gameHeight) * 544
[TextureRedefine]#MKtv depth, normals
[TextureRedefine] #MKTV depth, normals
width = 960
height = 540
formats = 0x80e,0x019,0x816
overwriteWidth = ($width/$gameWidth) * 960
overwriteHeight = ($height/$gameHeight) * 540
[TextureRedefine]#MKtv depth, normals
[TextureRedefine] #MKTV depth, normals
width = 960
height = 536
formats = 0x80e,0x019,0x816
overwriteWidth = ($width/$gameWidth) * 960
overwriteHeight = ($height/$gameHeight) * 536
[TextureRedefine]#MKtv
[TextureRedefine] #MKTV
width = 480
height = 272
formats = 0x816,0x01a
overwriteWidth = ($width/$gameWidth) * 480
overwriteHeight = ($height/$gameHeight) * 272
[TextureRedefine]#MKtv
[TextureRedefine] #MKTV
width = 480
height = 268
formats = 0x816,0x01a
overwriteWidth = ($width/$gameWidth) * 480
overwriteHeight = ($height/$gameHeight) * 268
[TextureRedefine]#MKtv
[TextureRedefine] #MKTV
width = 256
height = 256
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 256
overwriteHeight = ($height/$gameHeight) * 256
[TextureRedefine]#MKtv
[TextureRedefine] #MKTV
width = 256
height = 144
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 256
overwriteHeight = ($height/$gameHeight) * 144
[TextureRedefine]#MKtv bloom / blur
[TextureRedefine] #MKTV bloom / blur
width = 240
height = 134
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 240
overwriteHeight = ($height/$gameHeight) * 134
[TextureRedefine]#MKtv bloom / blur
[TextureRedefine] #MKTV bloom / blur
width = 128
height = 128
formats = 0x816
@ -625,21 +869,21 @@ depth = 1
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 128
[TextureRedefine]#MKtv bloom / blur
[TextureRedefine] #MKTV bloom / blur
width = 128
height = 80
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 80
[TextureRedefine]#MKtv bloom / blur
[TextureRedefine] #MKTV bloom / blur
width = 120
height = 67
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 120
overwriteHeight = ($height/$gameHeight) * 67
[TextureRedefine]#MKtv bloom / blur
[TextureRedefine] #MKTV bloom / blur
width = 64
height = 64
formats = 0x816
@ -647,68 +891,81 @@ depth = 1
overwriteWidth = ($width/$gameWidth) * 64
overwriteHeight = ($height/$gameHeight) * 64
[TextureRedefine]#MKtv bloom / blur
[TextureRedefine] #MKTV bloom / blur
width = 64
height = 48
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 64
overwriteHeight = ($height/$gameHeight) * 48
[TextureRedefine]#MKtv bloom / blur
[TextureRedefine] #MKTV bloom / blur
width = 60
height = 33
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 60
overwriteHeight = ($height/$gameHeight) * 33
[TextureRedefine]#MKtv bloom / blur
[TextureRedefine] #MKTV bloom / blur
width = 60
height = 33
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 60
overwriteHeight = ($height/$gameHeight) * 33
[TextureRedefine]#MKtv bloom / blur
[TextureRedefine] #MKTV bloom / blur
width = 32
height = 16
formats = 0x019
overwriteWidth = ($width/$gameWidth) * 32
overwriteHeight = ($height/$gameHeight) * 16
[TextureRedefine]#MKtv bloom / blur
[TextureRedefine] #MKTV bloom / blur
width = 30
height = 16
formats = 0x019
overwriteWidth = ($width/$gameWidth) * 30
overwriteHeight = ($height/$gameHeight) * 16
[TextureRedefine]#MKtv bloom / blur
[TextureRedefine] #MKTV bloom / blur
width = 64
height = 64
formats = 0x005
overwriteWidth = ($width/$gameWidth) * 64
overwriteHeight = ($height/$gameHeight) * 64
[TextureRedefine]#MKtv bloom / blur
[TextureRedefine] #MKTV bloom / blur
width = 60
height = 60
formats = 0x005
overwriteWidth = ($width/$gameWidth) * 60
overwriteHeight = ($height/$gameHeight) * 60
[TextureRedefine]#MKtv bloom / blur
[TextureRedefine] #MKTV bloom / blur
width = 52
height = 52
formats = 0x005
overwriteWidth = ($width/$gameWidth) * 52
overwriteHeight = ($height/$gameHeight) * 52
[TextureRedefine]#MKtv bloom / blur
[TextureRedefine] #MKTV bloom / blur
width = 32
height = 32
formats = 0x005
overwriteWidth = ($width/$gameWidth) * 32
overwriteHeight = ($height/$gameHeight) * 32
# Shadows
#32x32, 16x16 cube slices - dont scale, should not be sharp
[TextureRedefine]
width = 1024
height = 1024
formats = 0x005
overwriteWidth = $shadowQuality * 1024
overwriteHeight = $shadowQuality * 1024
[TextureRedefine] # Multiplayer Shadows
width = 512
height = 512
formats = 0x005
overwriteWidth = $shadowQuality * 512
overwriteHeight = $shadowQuality * 512

View File

@ -0,0 +1,6 @@
[Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = 60FPS during 3/4 Player Splitscreen
path = "Mario Kart 8/Mods/60FPS Splitscreen"
description = Forces the game to run at 60FPS instead of the 30FPS in 3/4 player splitscreen.|In those splitscreen modes, it normally alternates which screen is being updated each frame. This forces it to draw all screen every frame instead.|Made by theboy181 and Xalphenos
version = 6

View File

@ -1,6 +1,6 @@
[Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = Removes all the HUD elements
name = Remove All HUD Elements
path = "Mario Kart 8/Mods/No HUD"
description = Disables any HUD while racing. Breaks many of the menu's so don't use this if you just want to play the game. Made by Crementif.
version = 4
description = Disables any HUD while racing. Breaks many of the menu's so don't use this if you just want to play the game.|Made by Crementif.
version = 6