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[MK8] Fix FXAA further
Previously it still had some unscaled parts, causing https://cdn.discordapp.com/attachments/378294926397538325/729461113661554809/unknown.png Now it's fixed and looks like https://cdn.discordapp.com/attachments/378294926397538325/729470410940350504/unknown.png Also added credits to the 60FPS pack
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@ -2,5 +2,5 @@
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titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
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name = 60FPS with 3/4P splitscreen mode
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path = "Mario Kart 8/Mods/60FPS in splitscreen"
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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.
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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
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version = 4
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@ -3,6 +3,8 @@
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#extension GL_ARB_separate_shader_objects : enable
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// shader be99d80628d31127 - FXAA in-game (with mod)
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const float resScale = float($width)/float($gameWidth);
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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@ -118,10 +120,10 @@ R1f.x = max(R3f.x, -(R3f.x));
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PV0f.x = R1f.x;
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R2f.y = backupReg0f + R2f.x;
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PV0f.y = R2f.y;
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R0f.z = intBitsToFloat(uf_remappedPS[2].z) * 0.25;
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R0f.z = intBitsToFloat(uf_remappedPS[2].z)/resScale * 0.25;
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R0f.w = max(R1f.y, -(R1f.y));
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PV0f.w = R0f.w;
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R2f.x = -(intBitsToFloat(uf_remappedPS[3].x));
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R2f.x = -(intBitsToFloat(uf_remappedPS[3].x)/resScale);
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PS0f = R2f.x;
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// 1
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R3f.y = R2f.z + PV0f.y;
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@ -131,13 +133,13 @@ PS1f = R2f.y;
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// 2
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R3f.y = R2f.w + PV1f.y;
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PV0f.y = R3f.y;
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R1f.z = intBitsToFloat(uf_remappedPS[3].x) / resScale;
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R0f.w = intBitsToFloat(uf_remappedPS[3].y) / resScale;
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R5f.y = -(intBitsToFloat(uf_remappedPS[3].y)) / resScale;
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R1f.z = intBitsToFloat(uf_remappedPS[3].x)/resScale;
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R0f.w = intBitsToFloat(uf_remappedPS[3].y)/resScale;
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R5f.y = -(intBitsToFloat(uf_remappedPS[3].y)/resScale);
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PS0f = R5f.y;
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// 3
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backupReg0f = R0f.z;
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R0f.z = (mul_nonIEEE(backupReg0f,PV0f.y) + intBitsToFloat(uf_remappedPS[2].w));
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R0f.z = (mul_nonIEEE(backupReg0f,PV0f.y) + intBitsToFloat(uf_remappedPS[2].w)/resScale);
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PV1f.z = R0f.z;
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// 4
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backupReg0f = R2f.y;
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@ -153,14 +155,14 @@ PV0f.x = R1f.x;
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R1f.y = mul_nonIEEE(backupReg0f, PS1f);
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PV0f.y = R1f.y;
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// 7
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R1f.x = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[2].y)));
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R1f.x = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[2].y)/resScale));
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PV1f.x = R1f.x;
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R1f.y = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[2].y)));
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R1f.y = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[2].y)/resScale));
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PV1f.y = R1f.y;
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// 8
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R1f.x = min(PV1f.x, intBitsToFloat(uf_remappedPS[2].y));
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R1f.x = min(PV1f.x, intBitsToFloat(uf_remappedPS[2].y)/resScale);
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PV0f.x = R1f.x;
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R1f.y = min(PV1f.y, intBitsToFloat(uf_remappedPS[2].y));
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R1f.y = min(PV1f.y, intBitsToFloat(uf_remappedPS[2].y)/resScale);
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PV0f.y = R1f.y;
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// 9
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backupReg0f = R0f.x;
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@ -199,10 +201,10 @@ backupReg0f = R4f.x;
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backupReg1f = R4f.y;
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backupReg2f = R4f.z;
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backupReg3f = R4f.w;
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R4f.x = (PV1f.w * intBitsToFloat(0x3f4ccccd) + backupReg0f);
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R4f.y = (PV1f.z * intBitsToFloat(0x3f4ccccd) + backupReg1f);
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R4f.z = (PV1f.y * intBitsToFloat(0x3f4ccccd) + backupReg2f);
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R4f.w = (PV1f.x * intBitsToFloat(0x3f4ccccd) + backupReg3f);
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R4f.x = (PV1f.w * (intBitsToFloat(0x3f4ccccd)) + backupReg0f);
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R4f.y = (PV1f.z * (intBitsToFloat(0x3f4ccccd)) + backupReg1f);
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R4f.z = (PV1f.y * (intBitsToFloat(0x3f4ccccd)) + backupReg2f);
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R4f.w = (PV1f.x * (intBitsToFloat(0x3f4ccccd)) + backupReg3f);
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}
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activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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// export
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