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https://github.com/cemu-project/cemu_graphic_packs.git
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Adds AA enable/disable option
inspired by dr luigi
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@ -18,11 +18,6 @@
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#endif
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader be99d80628d31127 //AA PS
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// Used for: Another vertical blur
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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#ifdef VULKAN
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#ifdef VULKAN
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layout(set = 1, binding = 2) uniform ufBlock
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layout(set = 1, binding = 2) uniform ufBlock
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{
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{
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@ -33,6 +28,14 @@ uniform vec4 uf_fragCoordScale;
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uniform ivec4 uf_remappedPS[4];
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uniform ivec4 uf_remappedPS[4];
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uniform vec2 uf_fragCoordScale;
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uniform vec2 uf_fragCoordScale;
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#endif
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#endif
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// shader be99d80628d31127 //AA PS
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// Used for: Another vertical blur
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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#define AAENABLE $AAEnable
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#if (AAENABLE == 1)
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
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layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) in vec4 passParameterSem2;
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@ -216,3 +219,4 @@ activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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// export
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// export
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passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
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passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
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}
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}
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#endif
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@ -13,6 +13,7 @@ $gameWidth = 1280
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$gameHeight = 720
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$gameHeight = 720
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$shadowRes = 1
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$shadowRes = 1
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$anisoLevel = 1
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$anisoLevel = 1
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$AAEnable:int = 1
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# Performance
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# Performance
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@ -147,6 +148,16 @@ category = Anisotropic Filtering
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name = 32x (Overkill)
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name = 32x (Overkill)
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$anisoLevel = 32
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$anisoLevel = 32
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[Preset]
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category = Anti-Aliasing
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name = Enable
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$AAEnable:int = 1
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[Preset]
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category = Anti-Aliasing
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name = Disable
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$AAEnable:int = 0
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#ansio
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#ansio
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[TextureRedefine]
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[TextureRedefine]
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