diff --git a/Source/SuperMarioMaker_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt b/Source/SuperMarioMaker_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt new file mode 100644 index 00000000..fd97b5a1 --- /dev/null +++ b/Source/SuperMarioMaker_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt @@ -0,0 +1,185 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 37a4ec1a7dbc7391 +//AAfix +uniform ivec4 uf_remappedPS[4]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c6000 res 1280x720x1 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 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x1d28c000 res 1280x720x1 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 +layout(location = 0) in vec4 passParameterSem2; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +const float scaleAA = uf_fragCoordScale.x; +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() +{ + vec4 R0f = vec4(0.0); + vec4 R1f = vec4(0.0); + vec4 R2f = vec4(0.0); + vec4 R3f = vec4(0.0); + vec4 R4f = vec4(0.0); + vec4 R123f = vec4(0.0); + vec4 R126f = vec4(0.0); + vec4 R127f = vec4(0.0); + float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; + vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); + float PS0f = 0.0, PS1f = 0.0; + vec4 tempf = vec4(0.0); + float tempResultf; + int tempResulti; + ivec4 ARi = ivec4(0); + bool predResult = true; + bool activeMaskStack[2]; + bool activeMaskStackC[3]; + activeMaskStack[0] = false; + activeMaskStackC[0] = false; + activeMaskStackC[1] = false; + activeMaskStack[0] = true; + activeMaskStackC[0] = true; + activeMaskStackC[1] = true; + vec3 cubeMapSTM; + int cubeMapFaceId; + R0f = passParameterSem2; + if( activeMaskStackC[1] == true ) { + R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); + R4f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy); + } + if( activeMaskStackC[1] == true ) { + activeMaskStack[1] = activeMaskStack[0]; + activeMaskStackC[2] = activeMaskStackC[1]; + // 0 + PV0f.x = max(R4f.z, R4f.x); + PV0f.y = min(R4f.w, R4f.y); + PV0f.z = R2f.x * intBitsToFloat(uf_remappedPS[0].x); + PV0f.w = min(R4f.z, R4f.x); + PS0f = max(R4f.w, R4f.y); + // 1 + R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + PV0f.z); + PV1f.x = R123f.x; + PV1f.y = max(PV0f.x, PS0f); + R127f.z = R4f.z + -(R4f.y); + PV1f.z = R127f.z; + PV1f.w = min(PV0f.w, PV0f.y); + R126f.z = R4f.w + -(R4f.x); + PS1f = R126f.z; + // 2 + PV0f.x = max(PV1f.x, PV1f.y); + PV0f.y = PV1f.y * intBitsToFloat(uf_remappedPS[1].x); + PV0f.z = min(PV1f.x, PV1f.w); + R3f.x = PV1f.z + PS1f; + PS0f = R3f.x; + // 3 + R1f.x = max(PV0f.y, intBitsToFloat(uf_remappedPS[1].y)); + R3f.y = R127f.z + -(R126f.z); + R0f.w = -(PV0f.z) + PV0f.x; + // 4 + predResult = (R0f.w > R1f.x); + activeMaskStack[1] = predResult; + activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; + } + else { + activeMaskStack[1] = false; + activeMaskStackC[2] = false; + } + if( activeMaskStackC[2] == true ) { + // 0 + R1f.x = R4f.y + R4f.x; + PV0f.x = R1f.x; + R1f.y = intBitsToFloat(uf_remappedPS[2].z) * 0.25; + R0f.w = max(R3f.x, -(R3f.x)); + PV0f.w = R0f.w; + R4f.x = max(R3f.y, -(R3f.y)); + PS0f = R4f.x; + // 1 + R1f.x = min(PV0f.w, PS0f); + R4f.y = -(intBitsToFloat(uf_remappedPS[3].y)*scaleAA); + R0f.z = intBitsToFloat(uf_remappedPS[3].x)*scaleAA; + R0f.w = R4f.z + PV0f.x; + PV1f.w = R0f.w; + R4f.x = -(intBitsToFloat(uf_remappedPS[3].x)*scaleAA); + PS1f = R4f.x; + // 2 + R1f.z = R4f.w + PV1f.w; + PV0f.z = R1f.z; + R0f.w = intBitsToFloat(uf_remappedPS[3].y)*scaleAA; + // 3 + backupReg0f = R1f.y; + R1f.y = (mul_nonIEEE(backupReg0f,PV0f.z) + intBitsToFloat(uf_remappedPS[2].w)*scaleAA); + PV1f.y = R1f.y; + // 4 + backupReg0f = R1f.x; + R1f.x = max(PV1f.y, backupReg0f); + PV0f.x = R1f.x; + // 5 + R1f.w = 1.0 / PV0f.x; + PS1f = R1f.w; + // 6 + R1f.x = R3f.x * PS1f; + PV0f.x = R1f.x; + R1f.y = R3f.y * PS1f; + PV0f.y = R1f.y; + // 7 + R1f.x = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[2].y)*scaleAA)); + PV1f.x = R1f.x; + R1f.y = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[2].y)*scaleAA)); + PV1f.y = R1f.y; + // 8 + R1f.x = min(PV1f.x, intBitsToFloat(uf_remappedPS[2].y)); + PV0f.x = R1f.x; + R1f.y = min(PV1f.y, intBitsToFloat(uf_remappedPS[2].y)); + PV0f.y = R1f.y; + // 9 + backupReg0f = R0f.x; + backupReg1f = R0f.y; + backupReg2f = R0f.z; + backupReg0f = R0f.x; + backupReg3f = R0f.w; + backupReg1f = R0f.y; + R0f.x = (mul_nonIEEE(PV0f.x,R4f.x) + backupReg0f); + R0f.y = (mul_nonIEEE(PV0f.y,R4f.y) + backupReg1f); + R0f.z = (mul_nonIEEE(PV0f.x,backupReg2f) + backupReg0f); + R0f.w = (mul_nonIEEE(PV0f.y,backupReg3f) + backupReg1f); + } + if( activeMaskStackC[2] == true ) { + R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); + R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); + } + if( activeMaskStackC[2] == true ) { + // 0 + backupReg0f = R0f.y; + backupReg1f = R0f.x; + PV0f.x = R0f.w + R1f.w; + PV0f.x /= 2.0; + PV0f.y = R0f.z + R1f.z; + PV0f.y /= 2.0; + PV0f.z = backupReg0f + R1f.y; + PV0f.z /= 2.0; + PV0f.w = backupReg1f + R1f.x; + PV0f.w /= 2.0; + // 1 + PV1f.x = -(R2f.w) + PV0f.x; + PV1f.y = -(R2f.z) + PV0f.y; + PV1f.z = -(R2f.y) + PV0f.z; + PV1f.w = -(R2f.x) + PV0f.w; + // 2 + backupReg0f = R2f.x; + backupReg1f = R2f.y; + backupReg2f = R2f.z; + backupReg3f = R2f.w; + R2f.x = (PV1f.w * intBitsToFloat(0x3f4ccccd) + backupReg0f); + R2f.y = (PV1f.z * intBitsToFloat(0x3f4ccccd) + backupReg1f); + R2f.z = (PV1f.y * intBitsToFloat(0x3f4ccccd) + backupReg2f); + R2f.w = (PV1f.x * intBitsToFloat(0x3f4ccccd) + backupReg3f); + } + activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; + // export + passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +} diff --git a/Source/TwilightPrincessHD_Resolution/rules.txt b/Source/TwilightPrincessHD_Resolution/rules.txt index 95a408fa..e84a70af 100644 --- a/Source/TwilightPrincessHD_Resolution/rules.txt +++ b/Source/TwilightPrincessHD_Resolution/rules.txt @@ -160,7 +160,7 @@ $gameWidth = 1920 $gameHeight = 1080 $dither = 0.2 $scaleShader = 1.0 -$scaleBlur = 0.5 +$scaleBlur = 0.75 $internalRes = 1 [Preset] @@ -186,12 +186,12 @@ $scaleBlur = 0.5 $internalRes = 1 [Preset] -name = 3840x2160 (4k - Native x2) x2 sub scaling +name = 3840x2160 (4k - Native x2) 0.75 sub scaling $width = 3840 $height = 2160 $gameWidth= 1920 $gameHeight= 1080 -$internalRes = 2 +$internalRes = 0.75 $dither = 0.2 $scaleShader = 1.0 $scaleBlur = 0.5 @@ -221,6 +221,43 @@ $scaleShader = 1.0 $scaleBlur = 0.5 $internalRes = 1 +#Fog banding +[TextureRedefine] +width = 1920 +height = 1088 +formats = 0x01a +overwriteFormat = 0x01f + +[TextureRedefine] +width = 1920 +height = 1080 +formats = 0x01a +overwriteFormat = 0x01f + +[TextureRedefine] +width = 960 +height = 544 +formats = 0x01a +overwriteFormat = 0x01f + +[TextureRedefine] +width = 960 +height = 540 +formats = 0x01a +overwriteFormat = 0x01f + +#[TextureRedefine] # bloom n cutscene +#width = 480 +#height = 272 +#formats = 0x01a +#overwriteFormat = 0x01f +# +#[TextureRedefine] # bloom n cutscene +#width = 480 +#height = 270 +#formats = 0x01a +#overwriteFormat = 0x01f + [TextureRedefine] width = 1920 height = 1088