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[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
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 45d85f1d25e7d0de // vertical blur
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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
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R0f.z = (R0f.z - 0.0018518518518519 * 3);
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R0f.y = (R0f.y + 0.0018518518518519 * 3);
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R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
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// 0
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R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
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PV0f.x = R123f.x;
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R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
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PV0f.y = R123f.y;
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R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
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PV0f.z = R123f.z;
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R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
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PV0f.w = R123f.w;
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// 1
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R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
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PV1f.w = R123f.w;
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// 2
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg2f = R0f.z;
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backupReg3f = R0f.w;
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R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
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R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
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R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
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R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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@ -0,0 +1,70 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 4dc5fdeced670c5e // horizontal blur
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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
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R0f.z = (R0f.z - 0.0010416666666667 * 3);
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R0f.y = (R0f.y + 0.0010416666666667 * 3);
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R1f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw);
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// 0
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R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
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PV0f.x = R123f.x;
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R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
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PV0f.y = R123f.y;
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R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
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PV0f.z = R123f.z;
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R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
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PV0f.w = R123f.w;
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// 1
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R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
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PV1f.w = R123f.w;
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// 2
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg2f = R0f.z;
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backupReg3f = R0f.w;
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R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
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R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
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R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
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R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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@ -208,15 +208,15 @@ height = 355
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overwriteWidth = 2025
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overwriteWidth = 2025
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overwriteHeight = 1065
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overwriteHeight = 1065
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[TextureRedefine] #inventory background blur
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[TextureRedefine] #inventory and title menu background blur
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width = 320
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width = 320
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height = 180
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height = 180
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formats = 0x19
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formats = 0x19
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overwriteFormat = 0x1f
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overwriteFormat = 0x823
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#overwriteWidth = 3840
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overwriteWidth = 960
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#overwriteHeight = 2160
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overwriteHeight = 540
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[TextureRedefine] #lines on map
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[TextureRedefine] #lines on map and camera rune removal
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width = 13
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width = 13
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height = 305
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height = 305
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#overwriteFormat = 0x234
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#overwriteFormat = 0x234
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