diff --git a/src/SuperMario3DWorld/Graphics/be99d80628d31127_00000000000003c9_ps.txt b/src/SuperMario3DWorld/Graphics/be99d80628d31127_00000000000003c9_ps.txt index 3cbc1486..8801ad4a 100644 --- a/src/SuperMario3DWorld/Graphics/be99d80628d31127_00000000000003c9_ps.txt +++ b/src/SuperMario3DWorld/Graphics/be99d80628d31127_00000000000003c9_ps.txt @@ -18,11 +18,6 @@ #endif // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. -// shader be99d80628d31127 //AA PS -// Used for: Another vertical blur -const float resXScale = float($width)/float($gameWidth); -const float resYScale = float($height)/float($gameHeight); - #ifdef VULKAN layout(set = 1, binding = 2) uniform ufBlock { @@ -33,6 +28,14 @@ uniform vec4 uf_fragCoordScale; uniform ivec4 uf_remappedPS[4]; uniform vec2 uf_fragCoordScale; #endif + +// shader be99d80628d31127 //AA PS +// Used for: Another vertical blur +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); +#define AAENABLE $AAEnable + +#if (AAENABLE == 1) TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; layout(location = 0) in vec4 passParameterSem2; @@ -216,3 +219,4 @@ activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; // export passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); } +#endif diff --git a/src/SuperMario3DWorld/Graphics/rules.txt b/src/SuperMario3DWorld/Graphics/rules.txt index f6b5ac39..9f7cab32 100644 --- a/src/SuperMario3DWorld/Graphics/rules.txt +++ b/src/SuperMario3DWorld/Graphics/rules.txt @@ -13,6 +13,7 @@ $gameWidth = 1280 $gameHeight = 720 $shadowRes = 1 $anisoLevel = 1 +$AAEnable:int = 1 # Performance @@ -147,6 +148,16 @@ category = Anisotropic Filtering name = 32x (Overkill) $anisoLevel = 32 +[Preset] +category = Anti-Aliasing +name = Enable +$AAEnable:int = 1 + +[Preset] +category = Anti-Aliasing +name = Disable +$AAEnable:int = 0 + #ansio [TextureRedefine]