From aaea78b1ea19a2dc36c4742ea6632d9c17bca37d Mon Sep 17 00:00:00 2001 From: JoelAlone Date: Mon, 25 Sep 2017 00:08:50 +0200 Subject: [PATCH] [BOTW] [2160p] Add shader edits to fix background blur upscaling before: https://cdn.discordapp.com/attachments/292733452590120961/361625689713147904/unknown.png after: https://cdn.discordapp.com/attachments/292733452590120961/361625703575453708/unknown.png --- .../45d85f1d25e7d0de_0000000000000079_ps.txt | 70 +++++++++++++++++++ .../4dc5fdeced670c5e_0000000000000079_ps.txt | 70 +++++++++++++++++++ Quality/BreathOfTheWild_2160p/rules.txt | 10 +-- 3 files changed, 145 insertions(+), 5 deletions(-) create mode 100644 Quality/BreathOfTheWild_2160p/45d85f1d25e7d0de_0000000000000079_ps.txt create mode 100644 Quality/BreathOfTheWild_2160p/4dc5fdeced670c5e_0000000000000079_ps.txt diff --git a/Quality/BreathOfTheWild_2160p/45d85f1d25e7d0de_0000000000000079_ps.txt b/Quality/BreathOfTheWild_2160p/45d85f1d25e7d0de_0000000000000079_ps.txt new file mode 100644 index 00000000..32595372 --- /dev/null +++ b/Quality/BreathOfTheWild_2160p/45d85f1d25e7d0de_0000000000000079_ps.txt @@ -0,0 +1,70 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 45d85f1d25e7d0de // vertical blur +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 res 320x180x1 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(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 R123f = 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; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; + +R0f.z = (R0f.z - 0.0018518518518519 * 3); +R0f.y = (R0f.y + 0.0018518518518519 * 3); + +R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +R2f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw); +// 0 +R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0); +PV0f.x = R123f.x; +R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0); +PV0f.y = R123f.y; +R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0); +PV0f.z = R123f.z; +R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0); +PV0f.w = R123f.w; +// 1 +R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x); +PV1f.x = R123f.x; +R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y); +PV1f.y = R123f.y; +R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w); +PV1f.w = R123f.w; +// 2 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg2f = R0f.z; +backupReg3f = R0f.w; +R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w); +R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z); +R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y); +R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Quality/BreathOfTheWild_2160p/4dc5fdeced670c5e_0000000000000079_ps.txt b/Quality/BreathOfTheWild_2160p/4dc5fdeced670c5e_0000000000000079_ps.txt new file mode 100644 index 00000000..eeb9a236 --- /dev/null +++ b/Quality/BreathOfTheWild_2160p/4dc5fdeced670c5e_0000000000000079_ps.txt @@ -0,0 +1,70 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 4dc5fdeced670c5e // horizontal blur +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 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(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 R123f = 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; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; + +R0f.z = (R0f.z - 0.0010416666666667 * 3); +R0f.y = (R0f.y + 0.0010416666666667 * 3); + +R1f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw); +R2f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw); +// 0 +R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0); +PV0f.x = R123f.x; +R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0); +PV0f.y = R123f.y; +R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0); +PV0f.z = R123f.z; +R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0); +PV0f.w = R123f.w; +// 1 +R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x); +PV1f.x = R123f.x; +R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y); +PV1f.y = R123f.y; +R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w); +PV1f.w = R123f.w; +// 2 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg2f = R0f.z; +backupReg3f = R0f.w; +R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w); +R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z); +R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y); +R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Quality/BreathOfTheWild_2160p/rules.txt b/Quality/BreathOfTheWild_2160p/rules.txt index bb2c4b3b..a352ccdf 100644 --- a/Quality/BreathOfTheWild_2160p/rules.txt +++ b/Quality/BreathOfTheWild_2160p/rules.txt @@ -208,15 +208,15 @@ height = 355 overwriteWidth = 2025 overwriteHeight = 1065 -[TextureRedefine] #inventory background blur +[TextureRedefine] #inventory and title menu background blur width = 320 height = 180 formats = 0x19 -overwriteFormat = 0x1f -#overwriteWidth = 3840 -#overwriteHeight = 2160 +overwriteFormat = 0x823 +overwriteWidth = 960 +overwriteHeight = 540 -[TextureRedefine] #lines on map +[TextureRedefine] #lines on map and camera rune removal width = 13 height = 305 #overwriteFormat = 0x234 \ No newline at end of file