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.
This commit is contained in:
Skal Fate 2018-11-30 20:19:14 -07:00 committed by GitHub
parent 6839fabe61
commit 774b0a2fe7
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 10 additions and 37 deletions

View File

@ -25,8 +25,8 @@ layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0; layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
ivec2 resDim = textureSize2D(textureUnitPS0,0); ivec2 resDim = textureSize2D(textureUnitPS0,0);
const float resXScale = float(resDim.x)/1280; const int resXScale = int( float(resDim.x)/1280 + 0.5 ); //We need to round up
const float resYScale = float(resDim.y)/720; const int resYScale = int( float(resDim.y)/720 + 0.5 ); //We need to round up
int clampFI32(int v) int clampFI32(int v)
{ {
if( v == 0x7FFFFFFF ) if( v == 0x7FFFFFFF )
@ -1014,4 +1014,4 @@ void main()
{ {
passPixelColor0 = FxaaPixelShader(passParameterSem2.xy, textureUnitPS0, textureUnitPS1, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin); passPixelColor0 = FxaaPixelShader(passParameterSem2.xy, textureUnitPS0, textureUnitPS1, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin);
} }
#endif #endif

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@ -1,17 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 58b8411478181d7f
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
void main()
{
vec3 R0f = texture(textureUnitPS0, passParameterSem2.xy).xyz;
R0f.x = dot(R0f, vec3(0.299, 0.587, 0.114));
R0f.x = pow(R0f.x, 0.45);
// export
passPixelColor0 = vec4(R0f.x);
}

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@ -1,17 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 58b84124c01721ff
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
void main()
{
vec3 R0f = texture(textureUnitPS0, passParameterSem2.xy).xyz;
R0f.x = dot(R0f, vec3(0.299, 0.587, 0.114));
R0f.x = pow(R0f.x, 0.45);
// export
passPixelColor0 = vec4(R0f.x);
}

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@ -37,6 +37,13 @@ $gameHeight = 720
// Common HD Resolutions // Common HD Resolutions
[Preset]
name = 1600x900
$width = 1600
$height = 900
$gameWidth = 1280
$gameHeight = 720
[Preset] [Preset]
name = 1920x1080 name = 1920x1080
$width = 1920 $width = 1920