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Botw Inventory AA Fixup (#285)
* Delete disabled_58b8411478181d7f_0000000000000079_ps.txt not needed * Delete disabled_58b84124c01721ff_0000000000000079_ps.txt not needed * Update 0f2b9ee517917425_00000000000003c9_ps.txt Inventory AA Fixup for 1080p by rounding up . Anything between 720p-1080p (1.0-1.5) would get rounded down to 1.0 and therefore messy/fuzzy inventory especially in 1080p. The reason it got rounded down is because all the vector data types are initialized as integers instead of normal floats for accuracy. * Update rules.txt Added 1600x900 resolution per request, that resolution no longer glitches out due to cemu workaround. We may never know now lol.
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@ -25,8 +25,8 @@ layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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uniform vec2 uf_fragCoordScale;
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ivec2 resDim = textureSize2D(textureUnitPS0,0);
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ivec2 resDim = textureSize2D(textureUnitPS0,0);
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const float resXScale = float(resDim.x)/1280;
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const int resXScale = int( float(resDim.x)/1280 + 0.5 ); //We need to round up
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const float resYScale = float(resDim.y)/720;
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const int resYScale = int( float(resDim.y)/720 + 0.5 ); //We need to round up
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int clampFI32(int v)
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int clampFI32(int v)
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{
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{
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if( v == 0x7FFFFFFF )
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if( v == 0x7FFFFFFF )
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@ -1014,4 +1014,4 @@ void main()
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{
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{
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passPixelColor0 = FxaaPixelShader(passParameterSem2.xy, textureUnitPS0, textureUnitPS1, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin);
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passPixelColor0 = FxaaPixelShader(passParameterSem2.xy, textureUnitPS0, textureUnitPS1, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin);
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}
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}
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#endif
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#endif
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@ -1,17 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 58b8411478181d7f
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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void main()
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{
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vec3 R0f = texture(textureUnitPS0, passParameterSem2.xy).xyz;
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R0f.x = dot(R0f, vec3(0.299, 0.587, 0.114));
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R0f.x = pow(R0f.x, 0.45);
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// export
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passPixelColor0 = vec4(R0f.x);
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}
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@ -1,17 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 58b84124c01721ff
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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void main()
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{
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vec3 R0f = texture(textureUnitPS0, passParameterSem2.xy).xyz;
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R0f.x = dot(R0f, vec3(0.299, 0.587, 0.114));
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R0f.x = pow(R0f.x, 0.45);
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// export
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passPixelColor0 = vec4(R0f.x);
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}
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@ -37,6 +37,13 @@ $gameHeight = 720
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// Common HD Resolutions
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// Common HD Resolutions
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[Preset]
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name = 1600x900
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$width = 1600
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$height = 900
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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[Preset]
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name = 1920x1080
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name = 1920x1080
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$width = 1920
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$width = 1920
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