[WindWaker] Blur, dof buffers AA fix

Add - AA fix wind waker
Update - Buffers AO, blur, dof
This commit is contained in:
getdls 2017-03-27 21:56:32 +02:00
parent f8bb71bb2c
commit 72238b7f91
4 changed files with 188 additions and 40 deletions

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#version 400
#extension GL_ARB_texture_gather : enable
// shader 01cde9de91742af6 // AA removal wind walker
uniform ivec4 uf_remappedPS[4];
uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 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
uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1920x1080x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
in vec4 passParameter0;
layout(location = 0) out vec4 passPixelColor0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
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; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[31];
bool activeMaskStackC[32];
int activeMaskIndex = 0;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
int loopStuckCounter = 0;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameter0);
R1i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).wzxy);
R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
}

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[Definition]
titleIds = 0005000010143400,0005000010143600,0005000010143500
name = "The Wind Waker HD - 4320p (8K)"
[TextureRedefine] # tv
width = 1920
height = 1080
[Definition]# EUR, USA, JPN titles
titleIds = 0005000010143400,0005000010143600,0005000010143500 #
name ="The Wind Waker HD 4320p"
[TextureRedefine] # game rendering resolution. #Change this value
width = 1920
height = 1080
formatsExcluded = 0x41A # exclude the intro background texture
overwriteWidth = 7680
overwriteHeight = 4320
overwriteWidth = 7680
overwriteHeight = 4320
[TextureRedefine] # gamepad
#[TextureRedefine] # gamepad view
#width = 854
#height = 480
#formatsExcluded =
#overwriteWidth = 3413
#overwriteHeight = 1920
[TextureRedefine] # Blur, bloom
width = 960
height = 540
#formatsExcluded =
overwriteWidth = 3840
overwriteHeight = 2160
width = 854
height = 480
overwriteWidth = 2562
overwriteHeight = 1440
[TextureRedefine] # AO
width = 240
height = 135
#formatsExcluded =
overwriteWidth = 960
overwriteHeight = 540
[TextureRedefine] # AO
width = 480
height = 240
#formatsExcluded =
overwriteWidth = 1920
overwriteHeight = 960
##Textures
[TextureRedefine] # 3 lod shadows
width = 1024
height = 1024
formats = 0x005
overwriteWidth = 2048
overwriteHeight = 2048

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[Definition]
titleIds = 0005000010143400,0005000010143600,0005000010143500
name = "The Wind Waker HD - 1440p (2K)"
[Definition]# EUR, USA, JPN titles
titleIds = 0005000010143400,0005000010143600,0005000010143500 #
name ="The Wind Waker HD 1440p"
[TextureRedefine] # tv
width = 1920
height = 1080
[TextureRedefine] # TV
width = 1920
height = 1080
formatsExcluded = 0x41A # exclude the intro background texture
overwriteWidth = 2560
overwriteHeight = 1440
overwriteWidth = 2560
overwriteHeight = 1440
#[TextureRedefine] # gamepad view
#width = 854
#height = 480
#formatsExcluded =
#overwriteWidth = 1138
#overwriteHeight = 640
[TextureRedefine] # Blur, bloom
width = 960
height = 540
#formatsExcluded =
overwriteWidth = 1280
overwriteHeight = 720
[TextureRedefine] # AO
width = 240
height = 135
#formatsExcluded =
overwriteWidth = 320
overwriteHeight = 180
[TextureRedefine] # AO
width = 480
height = 240
#formatsExcluded =
overwriteWidth = 640
overwriteHeight = 320
##Textures
[TextureRedefine] # 3 lod shadows
width = 1024
height = 1024
formats = 0x005
overwriteWidth = 2048
overwriteHeight = 2048

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[Definition]
titleIds = 0005000010143400,0005000010143600,0005000010143500
name = "The Wind Waker HD - 2160p (4K)"
[Definition]# EUR, USA, JPN titles
titleIds = 0005000010143400,0005000010143600,0005000010143500 #
name ="The Wind Waker HD 2160p"
[TextureRedefine] # tv
width = 1920
height = 1080
[TextureRedefine] # game rendering resolution. #Change this value
width = 1920
height = 1080
formatsExcluded = 0x41A # exclude the intro background texture
overwriteWidth = 3840
overwriteHeight = 2160
overwriteWidth = 3840
overwriteHeight = 2160
#[TextureRedefine] # gamepad view
#width = 854
#height = 480
#formatsExcluded =
#overwriteWidth = 1707
#overwriteHeight = 960
[TextureRedefine] # Blur, bloom
width = 960
height = 540
#formatsExcluded =
overwriteWidth = 1920
overwriteHeight = 1080
[TextureRedefine] # AO
width = 240
height = 135
#formatsExcluded =
overwriteWidth = 480
overwriteHeight = 270
[TextureRedefine] # AO
width = 480
height = 240
#formatsExcluded =
overwriteWidth = 960
overwriteHeight = 480
##Textures
[TextureRedefine] # 3 lod shadows
width = 1024
height = 1024
formats = 0x005
overwriteWidth = 2048
overwriteHeight = 2048