[NSMBU] 1.14 Scaling fixes, more sensible AA fix

This commit is contained in:
getdls 2018-11-14 00:13:39 +01:00
parent 18271fde34
commit 924b0d062b
4 changed files with 8 additions and 29 deletions

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@ -4,29 +4,7 @@
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader 50e29e8929cea348 // shader 50e29e8929cea348
//AA fix PS //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]; 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 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) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0; layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
const float resScale = (1.0 / uf_fragCoordScale.x);
int clampFI32(int v) int clampFI32(int v)
{ {
if( v == 0x7FFFFFFF ) if( v == 0x7FFFFFFF )
@ -186,7 +165,7 @@ activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export // export
passPixelColor0 = vec4(contrasty(R2f.xyz), R2f.w); //passPixelColor0 = vec4(contrasty(R2f.xyz), R2f.w);
//passPixelColor0 = vec4(R2f.xyz, R2f.w); passPixelColor0 = vec4(R2f.xyz, R2f.w);
} }

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@ -5,7 +5,7 @@
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 70b82af4d17024d2 // shader 70b82af4d17024d2
//AA fix //AA fix
const float resScale = ($width/$gameWidth); const float resScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0; layout(location = 0) in uvec4 attrDataSem0;

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@ -6,7 +6,7 @@
// shader ec4a85d51e778437 // shader ec4a85d51e778437
//box blur fix //box blur fix
const float resScale = ($width/$gameWidth); const float resScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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@ -25,8 +25,8 @@ $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$internalRes = 1 $internalRes = 1
$dither = 0.01 $dither = 0.01
$scaleShader = 1.0 $scaleShader = 0.5
$scaleBlur = 0.05 $scaleBlur = 0.0
// Quality // Quality
@ -72,7 +72,7 @@ $gameHeight = 720
$internalRes = 1 $internalRes = 1
$dither = 0.2 $dither = 0.2
$scaleShader = 1.0 $scaleShader = 1.0
$scaleBlur = 0.5 $scaleBlur = 0.75
[Preset] [Preset]
name = 3840x2160 (4k - Native x3) name = 3840x2160 (4k - Native x3)