diff --git a/Source/NewSuperMarioBrosU_Resolution/50e29e8929cea348_00000000000003c9_ps.txt b/Source/NewSuperMarioBrosU_Resolution/50e29e8929cea348_00000000000003c9_ps.txt index 99aaea7d..dc862769 100644 --- a/Source/NewSuperMarioBrosU_Resolution/50e29e8929cea348_00000000000003c9_ps.txt +++ b/Source/NewSuperMarioBrosU_Resolution/50e29e8929cea348_00000000000003c9_ps.txt @@ -4,29 +4,7 @@ #extension GL_ARB_separate_shader_objects : enable // shader 50e29e8929cea348 //AA fix PS -const float resScale = ($width/$gameWidth); -//old contrasty, or just copy paste clarity -const float gamma = 0.95; // 1.0 is neutral -const float exposure = 1.05; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. -const float vibrance = 0.2175; // 0.0 is neutral -const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail -const float postExposure = 1.16; // 1.0 is neutral, then slightly raise exposure back up. -vec3 contrasty(vec3 colour) { - vec3 fColour = (colour.xyz); - - fColour = clamp(exposure * fColour, 0.0, 1.0); - fColour = pow(fColour, vec3(1.0 / gamma)); - float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114; - float mn = min(min(fColour.r, fColour.g), fColour.b); - float mx = max(max(fColour.r, fColour.g), fColour.b); - float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0; - vec3 lightness = vec3((mn + mx) / 2.0); - // vibrance - fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); - fColour = max(vec3(0.0), fColour - vec3(crushContrast)); - return fColour; -} uniform ivec4 uf_remappedPS[3]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 @@ -34,6 +12,7 @@ layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c5000 res layout(location = 0) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; +const float resScale = (1.0 / uf_fragCoordScale.x); int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -186,7 +165,7 @@ activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; // export -passPixelColor0 = vec4(contrasty(R2f.xyz), R2f.w); -//passPixelColor0 = vec4(R2f.xyz, R2f.w); +//passPixelColor0 = vec4(contrasty(R2f.xyz), R2f.w); +passPixelColor0 = vec4(R2f.xyz, R2f.w); } diff --git a/Source/NewSuperMarioBrosU_Resolution/70b82af4d17024d2_0000000000000000_vs.txt b/Source/NewSuperMarioBrosU_Resolution/70b82af4d17024d2_0000000000000000_vs.txt index 598c6cb1..2f6cb571 100644 --- a/Source/NewSuperMarioBrosU_Resolution/70b82af4d17024d2_0000000000000000_vs.txt +++ b/Source/NewSuperMarioBrosU_Resolution/70b82af4d17024d2_0000000000000000_vs.txt @@ -5,7 +5,7 @@ #extension GL_ARB_shading_language_packing : enable // shader 70b82af4d17024d2 //AA fix -const float resScale = ($width/$gameWidth); +const float resScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; diff --git a/Source/NewSuperMarioBrosU_Resolution/ec4a85d51e778437_0000000000000000_vs.txt b/Source/NewSuperMarioBrosU_Resolution/ec4a85d51e778437_0000000000000000_vs.txt index d14aa595..b4b86e3c 100644 --- a/Source/NewSuperMarioBrosU_Resolution/ec4a85d51e778437_0000000000000000_vs.txt +++ b/Source/NewSuperMarioBrosU_Resolution/ec4a85d51e778437_0000000000000000_vs.txt @@ -6,7 +6,7 @@ // shader ec4a85d51e778437 //box blur fix -const float resScale = ($width/$gameWidth); +const float resScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/NewSuperMarioBrosU_Resolution/rules.txt b/Source/NewSuperMarioBrosU_Resolution/rules.txt index d303ab63..c638531d 100644 --- a/Source/NewSuperMarioBrosU_Resolution/rules.txt +++ b/Source/NewSuperMarioBrosU_Resolution/rules.txt @@ -25,8 +25,8 @@ $gameWidth = 1280 $gameHeight = 720 $internalRes = 1 $dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 +$scaleShader = 0.5 +$scaleBlur = 0.0 // Quality @@ -72,7 +72,7 @@ $gameHeight = 720 $internalRes = 1 $dither = 0.2 $scaleShader = 1.0 -$scaleBlur = 0.5 +$scaleBlur = 0.75 [Preset] name = 3840x2160 (4k - Native x3)