From bcf5c76ecbafd754ad896efbce03823d7e2f7953 Mon Sep 17 00:00:00 2001 From: Milan Date: Tue, 3 Oct 2017 21:13:08 +0200 Subject: [PATCH] Super Mario 3D World & Captain Toad Treasure Tracker upscaling fixed with general blur fix Fixed Blur of various levels, mainly made for Captain Toad Treasure Tracker which had various issues like having weird issues with light dots having a grid of dots around it. --- .../0457fe3efc9a772f_0000000000000079_ps.txt | 27 +++++++++++++++++++ .../9fad3b3505a6d831_0000000000000079_ps.txt | 27 +++++++++++++++++++ .../0457fe3efc9a772f_0000000000000079_ps.txt | 27 +++++++++++++++++++ .../9fad3b3505a6d831_0000000000000079_ps.txt | 27 +++++++++++++++++++ .../0457fe3efc9a772f_0000000000000079_ps.txt | 27 +++++++++++++++++++ .../9fad3b3505a6d831_0000000000000079_ps.txt | 27 +++++++++++++++++++ .../0457fe3efc9a772f_0000000000000079_ps.txt | 27 +++++++++++++++++++ .../9fad3b3505a6d831_0000000000000079_ps.txt | 27 +++++++++++++++++++ .../0457fe3efc9a772f_0000000000000079_ps.txt | 27 +++++++++++++++++++ .../9fad3b3505a6d831_0000000000000079_ps.txt | 27 +++++++++++++++++++ .../0457fe3efc9a772f_0000000000000079_ps.txt | 27 +++++++++++++++++++ .../9fad3b3505a6d831_0000000000000079_ps.txt | 27 +++++++++++++++++++ .../0457fe3efc9a772f_0000000000000079_ps.txt | 27 +++++++++++++++++++ .../9fad3b3505a6d831_0000000000000079_ps.txt | 27 +++++++++++++++++++ .../0457fe3efc9a772f_0000000000000079_ps.txt | 27 +++++++++++++++++++ .../9fad3b3505a6d831_0000000000000079_ps.txt | 27 +++++++++++++++++++ 16 files changed, 432 insertions(+) create mode 100644 Enthusiast/SuperMario3DWorld_2880p/0457fe3efc9a772f_0000000000000079_ps.txt create mode 100644 Enthusiast/SuperMario3DWorld_2880p/9fad3b3505a6d831_0000000000000079_ps.txt create mode 100644 Enthusiast/SuperMario3DWorld_4320p/0457fe3efc9a772f_0000000000000079_ps.txt create mode 100644 Enthusiast/SuperMario3DWorld_4320p/9fad3b3505a6d831_0000000000000079_ps.txt create mode 100644 Enthusiast/SuperMario3DWorld_5760p/0457fe3efc9a772f_0000000000000079_ps.txt create mode 100644 Enthusiast/SuperMario3DWorld_5760p/9fad3b3505a6d831_0000000000000079_ps.txt create mode 100644 Quality/SuperMario3DWorld_1080p/0457fe3efc9a772f_0000000000000079_ps.txt create mode 100644 Quality/SuperMario3DWorld_1080p/9fad3b3505a6d831_0000000000000079_ps.txt create mode 100644 Quality/SuperMario3DWorld_1080pUW/0457fe3efc9a772f_0000000000000079_ps.txt create mode 100644 Quality/SuperMario3DWorld_1080pUW/9fad3b3505a6d831_0000000000000079_ps.txt create mode 100644 Quality/SuperMario3DWorld_1440p/0457fe3efc9a772f_0000000000000079_ps.txt create mode 100644 Quality/SuperMario3DWorld_1440p/9fad3b3505a6d831_0000000000000079_ps.txt create mode 100644 Quality/SuperMario3DWorld_1800p/0457fe3efc9a772f_0000000000000079_ps.txt create mode 100644 Quality/SuperMario3DWorld_1800p/9fad3b3505a6d831_0000000000000079_ps.txt create mode 100644 Quality/SuperMario3DWorld_2160p/0457fe3efc9a772f_0000000000000079_ps.txt create mode 100644 Quality/SuperMario3DWorld_2160p/9fad3b3505a6d831_0000000000000079_ps.txt diff --git a/Enthusiast/SuperMario3DWorld_2880p/0457fe3efc9a772f_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_2880p/0457fe3efc9a772f_0000000000000079_ps.txt new file mode 100644 index 00000000..fa5d4c1e --- /dev/null +++ b/Enthusiast/SuperMario3DWorld_2880p/0457fe3efc9a772f_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur (Captain Toad Treasure Tracker) +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/SuperMario3DWorld_2880p/9fad3b3505a6d831_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_2880p/9fad3b3505a6d831_0000000000000079_ps.txt new file mode 100644 index 00000000..106a8a74 --- /dev/null +++ b/Enthusiast/SuperMario3DWorld_2880p/9fad3b3505a6d831_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur (Captain Toad Treasure Tracker) +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/SuperMario3DWorld_4320p/0457fe3efc9a772f_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_4320p/0457fe3efc9a772f_0000000000000079_ps.txt new file mode 100644 index 00000000..fa5d4c1e --- /dev/null +++ b/Enthusiast/SuperMario3DWorld_4320p/0457fe3efc9a772f_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur (Captain Toad Treasure Tracker) +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/SuperMario3DWorld_4320p/9fad3b3505a6d831_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_4320p/9fad3b3505a6d831_0000000000000079_ps.txt new file mode 100644 index 00000000..106a8a74 --- /dev/null +++ b/Enthusiast/SuperMario3DWorld_4320p/9fad3b3505a6d831_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur (Captain Toad Treasure Tracker) +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/SuperMario3DWorld_5760p/0457fe3efc9a772f_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_5760p/0457fe3efc9a772f_0000000000000079_ps.txt new file mode 100644 index 00000000..fa5d4c1e --- /dev/null +++ b/Enthusiast/SuperMario3DWorld_5760p/0457fe3efc9a772f_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur (Captain Toad Treasure Tracker) +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/SuperMario3DWorld_5760p/9fad3b3505a6d831_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_5760p/9fad3b3505a6d831_0000000000000079_ps.txt new file mode 100644 index 00000000..106a8a74 --- /dev/null +++ b/Enthusiast/SuperMario3DWorld_5760p/9fad3b3505a6d831_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur (Captain Toad Treasure Tracker) +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/SuperMario3DWorld_1080p/0457fe3efc9a772f_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080p/0457fe3efc9a772f_0000000000000079_ps.txt new file mode 100644 index 00000000..fa5d4c1e --- /dev/null +++ b/Quality/SuperMario3DWorld_1080p/0457fe3efc9a772f_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur (Captain Toad Treasure Tracker) +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/SuperMario3DWorld_1080p/9fad3b3505a6d831_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080p/9fad3b3505a6d831_0000000000000079_ps.txt new file mode 100644 index 00000000..106a8a74 --- /dev/null +++ b/Quality/SuperMario3DWorld_1080p/9fad3b3505a6d831_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur (Captain Toad Treasure Tracker) +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/SuperMario3DWorld_1080pUW/0457fe3efc9a772f_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080pUW/0457fe3efc9a772f_0000000000000079_ps.txt new file mode 100644 index 00000000..fa5d4c1e --- /dev/null +++ b/Quality/SuperMario3DWorld_1080pUW/0457fe3efc9a772f_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur (Captain Toad Treasure Tracker) +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/SuperMario3DWorld_1080pUW/9fad3b3505a6d831_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080pUW/9fad3b3505a6d831_0000000000000079_ps.txt new file mode 100644 index 00000000..106a8a74 --- /dev/null +++ b/Quality/SuperMario3DWorld_1080pUW/9fad3b3505a6d831_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur (Captain Toad Treasure Tracker) +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/SuperMario3DWorld_1440p/0457fe3efc9a772f_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1440p/0457fe3efc9a772f_0000000000000079_ps.txt new file mode 100644 index 00000000..fa5d4c1e --- /dev/null +++ b/Quality/SuperMario3DWorld_1440p/0457fe3efc9a772f_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur (Captain Toad Treasure Tracker) +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/SuperMario3DWorld_1440p/9fad3b3505a6d831_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1440p/9fad3b3505a6d831_0000000000000079_ps.txt new file mode 100644 index 00000000..106a8a74 --- /dev/null +++ b/Quality/SuperMario3DWorld_1440p/9fad3b3505a6d831_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur (Captain Toad Treasure Tracker) +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/SuperMario3DWorld_1800p/0457fe3efc9a772f_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1800p/0457fe3efc9a772f_0000000000000079_ps.txt new file mode 100644 index 00000000..fa5d4c1e --- /dev/null +++ b/Quality/SuperMario3DWorld_1800p/0457fe3efc9a772f_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur (Captain Toad Treasure Tracker) +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/SuperMario3DWorld_1800p/9fad3b3505a6d831_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1800p/9fad3b3505a6d831_0000000000000079_ps.txt new file mode 100644 index 00000000..106a8a74 --- /dev/null +++ b/Quality/SuperMario3DWorld_1800p/9fad3b3505a6d831_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur (Captain Toad Treasure Tracker) +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/SuperMario3DWorld_2160p/0457fe3efc9a772f_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_2160p/0457fe3efc9a772f_0000000000000079_ps.txt new file mode 100644 index 00000000..fa5d4c1e --- /dev/null +++ b/Quality/SuperMario3DWorld_2160p/0457fe3efc9a772f_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur (Captain Toad Treasure Tracker) +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/SuperMario3DWorld_2160p/9fad3b3505a6d831_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_2160p/9fad3b3505a6d831_0000000000000079_ps.txt new file mode 100644 index 00000000..106a8a74 --- /dev/null +++ b/Quality/SuperMario3DWorld_2160p/9fad3b3505a6d831_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur (Captain Toad Treasure Tracker) +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