diff --git a/Enthusiast/BreathOfTheWild_2880p/12d8627fe9906695_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_2880p/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..ee3c4370 --- /dev/null +++ b/Enthusiast/BreathOfTheWild_2880p/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Enthusiast/BreathOfTheWild_2880p/6279271034da8f93_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_2880p/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..bd2a9eba --- /dev/null +++ b/Enthusiast/BreathOfTheWild_2880p/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Enthusiast/BreathOfTheWild_2880p/rules.txt b/Enthusiast/BreathOfTheWild_2880p/rules.txt index 3b1551e2..4d1c75f6 100644 --- a/Enthusiast/BreathOfTheWild_2880p/rules.txt +++ b/Enthusiast/BreathOfTheWild_2880p/rules.txt @@ -61,7 +61,6 @@ overwriteHeight = 1152 [TextureRedefine] #q-res1 width = 320 height = 180 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 1280 overwriteHeight = 720 @@ -80,14 +79,12 @@ overwriteHeight = 720 [TextureRedefine] #o-res1 width = 160 height = 90 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 720 overwriteHeight = 360 [TextureRedefine] # O width = 80 height = 45 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 320 overwriteHeight = 180 diff --git a/Enthusiast/BreathOfTheWild_4320p/12d8627fe9906695_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_4320p/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..ee3c4370 --- /dev/null +++ b/Enthusiast/BreathOfTheWild_4320p/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Enthusiast/BreathOfTheWild_4320p/6279271034da8f93_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_4320p/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..bd2a9eba --- /dev/null +++ b/Enthusiast/BreathOfTheWild_4320p/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Enthusiast/BreathOfTheWild_4320p/rules.txt b/Enthusiast/BreathOfTheWild_4320p/rules.txt index b8755c10..a5644cd6 100644 --- a/Enthusiast/BreathOfTheWild_4320p/rules.txt +++ b/Enthusiast/BreathOfTheWild_4320p/rules.txt @@ -61,7 +61,6 @@ overwriteHeight = 1728 [TextureRedefine] #q-res1 width = 320 height = 180 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 1920 overwriteHeight = 1080 @@ -80,13 +79,11 @@ overwriteHeight = 1080 [TextureRedefine] #o-res1 width = 160 height = 90 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 960 overwriteHeight = 540 [TextureRedefine] # O width = 80 -formats = 0x001 #Scale depth masking, not bloom height = 45 overwriteWidth = 480 overwriteHeight = 270 diff --git a/Enthusiast/BreathOfTheWild_5760p/12d8627fe9906695_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_5760p/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..ee3c4370 --- /dev/null +++ b/Enthusiast/BreathOfTheWild_5760p/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Enthusiast/BreathOfTheWild_5760p/6279271034da8f93_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_5760p/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..bd2a9eba --- /dev/null +++ b/Enthusiast/BreathOfTheWild_5760p/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Enthusiast/BreathOfTheWild_5760p/rules.txt b/Enthusiast/BreathOfTheWild_5760p/rules.txt index 67b7b34a..176a472b 100644 --- a/Enthusiast/BreathOfTheWild_5760p/rules.txt +++ b/Enthusiast/BreathOfTheWild_5760p/rules.txt @@ -61,7 +61,6 @@ overwriteHeight = 2304 [TextureRedefine] #q-res1 width = 320 height = 180 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 2560 overwriteHeight = 1440 @@ -80,14 +79,12 @@ overwriteHeight = 1440 [TextureRedefine] #o-res1 width = 160 height = 90 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 1281 overwriteHeight = 721 [TextureRedefine] # O width = 80 height = 45 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 640 overwriteHeight = 360 diff --git a/Quality/BreathOfTheWild_1080p/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1080p/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..ee3c4370 --- /dev/null +++ b/Quality/BreathOfTheWild_1080p/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_1080p/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1080p/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..bd2a9eba --- /dev/null +++ b/Quality/BreathOfTheWild_1080p/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_1080p/rules.txt b/Quality/BreathOfTheWild_1080p/rules.txt index f56a6283..947a2b44 100644 --- a/Quality/BreathOfTheWild_1080p/rules.txt +++ b/Quality/BreathOfTheWild_1080p/rules.txt @@ -67,7 +67,6 @@ overwriteHeight = 541 [TextureRedefine] #q-res1 width = 320 height = 180 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 480 overwriteHeight = 270 @@ -86,13 +85,11 @@ overwriteHeight = 270 [TextureRedefine] #o-res1 width = 160 height = 90 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 240 overwriteHeight = 135 [TextureRedefine] # O width = 80 -formats = 0x001 #Scale depth masking, not bloom height = 45 overwriteWidth = 120 overwriteHeight = 68 diff --git a/Quality/BreathOfTheWild_1080pUW/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1080pUW/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..ee3c4370 --- /dev/null +++ b/Quality/BreathOfTheWild_1080pUW/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_1080pUW/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1080pUW/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..bd2a9eba --- /dev/null +++ b/Quality/BreathOfTheWild_1080pUW/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_1080pUW/rules.txt b/Quality/BreathOfTheWild_1080pUW/rules.txt index 8c0e3cef..d0c9f0bf 100644 --- a/Quality/BreathOfTheWild_1080pUW/rules.txt +++ b/Quality/BreathOfTheWild_1080pUW/rules.txt @@ -67,7 +67,6 @@ overwriteHeight = 541 [TextureRedefine] #q-res1 width = 320 height = 180 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 640 overwriteHeight = 270 @@ -86,13 +85,11 @@ overwriteHeight = 270 [TextureRedefine] #o-res1 width = 160 height = 90 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 320 overwriteHeight = 135 [TextureRedefine] # O width = 80 -formats = 0x001 #Scale depth masking, not bloom height = 45 overwriteWidth = 160 overwriteHeight = 68 diff --git a/Quality/BreathOfTheWild_1440p/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1440p/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..ee3c4370 --- /dev/null +++ b/Quality/BreathOfTheWild_1440p/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_1440p/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1440p/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..bd2a9eba --- /dev/null +++ b/Quality/BreathOfTheWild_1440p/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_1440p/rules.txt b/Quality/BreathOfTheWild_1440p/rules.txt index c249eefb..863300b2 100644 --- a/Quality/BreathOfTheWild_1440p/rules.txt +++ b/Quality/BreathOfTheWild_1440p/rules.txt @@ -67,7 +67,6 @@ overwriteHeight = 721 [TextureRedefine] #q-res1, main bloom, AO width = 320 height = 180 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 640 overwriteHeight = 360 @@ -86,14 +85,12 @@ overwriteHeight = 360 [TextureRedefine] #o-res1 width = 160 height = 90 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 320 overwriteHeight = 180 [TextureRedefine] # O width = 80 height = 45 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 160 overwriteHeight = 90 diff --git a/Quality/BreathOfTheWild_1440pUW/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1440pUW/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..ee3c4370 --- /dev/null +++ b/Quality/BreathOfTheWild_1440pUW/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_1440pUW/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1440pUW/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..bd2a9eba --- /dev/null +++ b/Quality/BreathOfTheWild_1440pUW/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_1440pUW/rules.txt b/Quality/BreathOfTheWild_1440pUW/rules.txt index 270db41e..2b10305f 100644 --- a/Quality/BreathOfTheWild_1440pUW/rules.txt +++ b/Quality/BreathOfTheWild_1440pUW/rules.txt @@ -67,7 +67,6 @@ overwriteHeight = 721 [TextureRedefine] #q-res1, main bloom, AO width = 320 height = 180 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 860 overwriteHeight = 360 @@ -86,14 +85,12 @@ overwriteHeight = 360 [TextureRedefine] #o-res1 width = 160 height = 90 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 430 overwriteHeight = 180 [TextureRedefine] # O width = 80 height = 45 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 215 overwriteHeight = 90 diff --git a/Quality/BreathOfTheWild_1800p/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1800p/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..ee3c4370 --- /dev/null +++ b/Quality/BreathOfTheWild_1800p/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_1800p/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1800p/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..bd2a9eba --- /dev/null +++ b/Quality/BreathOfTheWild_1800p/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_1800p/rules.txt b/Quality/BreathOfTheWild_1800p/rules.txt index f622931a..ae66c4ff 100644 --- a/Quality/BreathOfTheWild_1800p/rules.txt +++ b/Quality/BreathOfTheWild_1800p/rules.txt @@ -67,7 +67,6 @@ overwriteHeight = 901 [TextureRedefine] #q-res1 Main bloom pass, AO width = 320 height = 180 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 800 overwriteHeight = 450 diff --git a/Quality/BreathOfTheWild_2160p/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_2160p/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..ee3c4370 --- /dev/null +++ b/Quality/BreathOfTheWild_2160p/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_2160p/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_2160p/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..bd2a9eba --- /dev/null +++ b/Quality/BreathOfTheWild_2160p/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_2160p/rules.txt b/Quality/BreathOfTheWild_2160p/rules.txt index 492a6e4c..d524b931 100644 --- a/Quality/BreathOfTheWild_2160p/rules.txt +++ b/Quality/BreathOfTheWild_2160p/rules.txt @@ -67,7 +67,6 @@ overwriteHeight = 1082 [TextureRedefine] #q-res1 Main bloom pass, AO width = 320 height = 180 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 960 overwriteHeight = 540 @@ -86,14 +85,12 @@ overwriteHeight = 540 [TextureRedefine] #o-res1 width = 160 height = 90 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 480 overwriteHeight = 270 [TextureRedefine] # O width = 80 height = 45 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 240 overwriteHeight = 135 diff --git a/Quality/BreathOfTheWild_2160pUW/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_2160pUW/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..ee3c4370 --- /dev/null +++ b/Quality/BreathOfTheWild_2160pUW/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_2160pUW/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_2160pUW/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..bd2a9eba --- /dev/null +++ b/Quality/BreathOfTheWild_2160pUW/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_2160pUW/rules.txt b/Quality/BreathOfTheWild_2160pUW/rules.txt index 29f5ebcd..3b403a8a 100644 --- a/Quality/BreathOfTheWild_2160pUW/rules.txt +++ b/Quality/BreathOfTheWild_2160pUW/rules.txt @@ -67,7 +67,6 @@ overwriteHeight = 1082 [TextureRedefine] #q-res1 width = 320 height = 180 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 1280 overwriteHeight = 540 @@ -86,13 +85,11 @@ overwriteHeight = 540 [TextureRedefine] #o-res1 width = 160 height = 90 -formats = 0x001 #Scale depth masking, not bloom overwriteWidth = 640 overwriteHeight = 270 [TextureRedefine] # O width = 80 -formats = 0x001 #Scale depth masking, not bloom height = 45 overwriteWidth = 320 overwriteHeight = 136 diff --git a/Quality/BreathOfTheWild_Switch/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_Switch/12d8627fe9906695_0000000000000079_ps.txt new file mode 100644 index 00000000..ee3c4370 --- /dev/null +++ b/Quality/BreathOfTheWild_Switch/12d8627fe9906695_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_Switch/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_Switch/6279271034da8f93_0000000000000079_ps.txt new file mode 100644 index 00000000..bd2a9eba --- /dev/null +++ b/Quality/BreathOfTheWild_Switch/6279271034da8f93_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur +const float blurFactor = 1.0; //Higher is less blur + +// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ +layout(binding = 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; + +uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); +uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); + +ivec2 inputRes = textureSize(textureUnitPS0, 0); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 scale = outputRes * blurFactor; +void main() +{ + vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; + for (int i = 1; i<4; i++) { + R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i]; + R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i]; + } + passPixelColor0 = R1f; +} \ No newline at end of file