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[NSMBU] 1.14 Scaling fixes, more sensible AA fix
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@ -4,29 +4,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 50e29e8929cea348
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// shader 50e29e8929cea348
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//AA fix PS
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//AA fix PS
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const float resScale = ($width/$gameWidth);
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//old contrasty, or just copy paste clarity
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const float gamma = 0.95; // 1.0 is neutral
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const float exposure = 1.05; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon.
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const float vibrance = 0.2175; // 0.0 is neutral
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const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail
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const float postExposure = 1.16; // 1.0 is neutral, then slightly raise exposure back up.
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vec3 contrasty(vec3 colour) {
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vec3 fColour = (colour.xyz);
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fColour = clamp(exposure * fColour, 0.0, 1.0);
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fColour = pow(fColour, vec3(1.0 / gamma));
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float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
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float mn = min(min(fColour.r, fColour.g), fColour.b);
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float mx = max(max(fColour.r, fColour.g), fColour.b);
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float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
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vec3 lightness = vec3((mn + mx) / 2.0);
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// vibrance
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fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
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fColour = max(vec3(0.0), fColour - vec3(crushContrast));
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return fColour;
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}
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uniform ivec4 uf_remappedPS[3];
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uniform ivec4 uf_remappedPS[3];
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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
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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
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@ -34,6 +12,7 @@ layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c5000 res
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layout(location = 0) in vec4 passParameterSem1;
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layout(location = 0) in vec4 passParameterSem1;
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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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const float resScale = (1.0 / uf_fragCoordScale.x);
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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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@ -186,7 +165,7 @@ activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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// export
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// export
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passPixelColor0 = vec4(contrasty(R2f.xyz), R2f.w);
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//passPixelColor0 = vec4(contrasty(R2f.xyz), R2f.w);
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//passPixelColor0 = vec4(R2f.xyz, R2f.w);
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passPixelColor0 = vec4(R2f.xyz, R2f.w);
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}
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}
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@ -5,7 +5,7 @@
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#extension GL_ARB_shading_language_packing : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 70b82af4d17024d2
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// shader 70b82af4d17024d2
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//AA fix
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//AA fix
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const float resScale = ($width/$gameWidth);
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const float resScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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uniform ivec4 uf_remappedVS[1];
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 0) in uvec4 attrDataSem0;
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@ -6,7 +6,7 @@
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// shader ec4a85d51e778437
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// shader ec4a85d51e778437
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//box blur fix
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//box blur fix
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const float resScale = ($width/$gameWidth);
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const float resScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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uniform ivec4 uf_remappedVS[1];
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -25,8 +25,8 @@ $gameWidth = 1280
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$gameHeight = 720
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$gameHeight = 720
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$internalRes = 1
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$internalRes = 1
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$dither = 0.01
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$dither = 0.01
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$scaleShader = 1.0
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$scaleShader = 0.5
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$scaleBlur = 0.05
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$scaleBlur = 0.0
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// Quality
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// Quality
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@ -72,7 +72,7 @@ $gameHeight = 720
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$internalRes = 1
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$internalRes = 1
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$dither = 0.2
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$dither = 0.2
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$scaleShader = 1.0
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$scaleShader = 1.0
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$scaleBlur = 0.5
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$scaleBlur = 0.75
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[Preset]
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[Preset]
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name = 3840x2160 (4k - Native x3)
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name = 3840x2160 (4k - Native x3)
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