[TPHD] Fancy FX 8k option

Eyeballed nr of passes to aproximate same blur feel as native res. Old
approach, from res,  really started to break down around 5k.
This commit is contained in:
getdls 2019-08-27 20:24:57 +02:00
parent f9066de98d
commit cba5441cd8
2 changed files with 146 additions and 11 deletions

View File

@ -14,12 +14,8 @@ layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
/* Nr of pass hack since we don't know what the res pack set to after moving shader from main pack :(
* Would have been better to manually tweak per res setting , and then add static scaler on top of that.
* ~1080 -> 2 pass, 1440->3 , 4k -> 5
*/
const int sampleScale = 2 + int(1.0/uf_fragCoordScale.x) + sampleScaling;
const int sampleScale = 2 + sampleScaling;
//const int sampleScale = 2 + sampleScaling;
// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG

View File

@ -7,7 +7,7 @@ version = 3
[Preset] # Gaussian blur w correct scaling
name = Light blur - Original look++
name = Light blur - 1080p 8 pass
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 1.0
@ -16,7 +16,7 @@ $presetPass:int = 0
$enableBlur:int = 1
[Preset] # Scaling offset, looks blurrier on high res as additional passes mostly hide the error
name = LB + defocus, better for high res, same performance
name = ~1440p 8 pass
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 1.25
@ -25,7 +25,7 @@ $presetPass:int = 0
$enableBlur:int = 1
[Preset] # gaussian blur w correct scaling and an additional 4 passes
name = +1 extra blur pass, slower, pretty in high res
name = 2160p 12 pass
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 1.0
@ -34,14 +34,24 @@ $presetPass:int = 1
$enableBlur:int = 1
[Preset] # Scaling offset, looks blurrier on high res as additional passes mostly hide the error
name = LB + defocus, further pass
name = ~2160p+ 12 pass
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 1.125
$scaleBlur = 1.25
$internalRes = 1
$presetPass:int = 1
$enableBlur:int = 1
[Preset] # Scaling offset, looks blurrier on high res as additional passes mostly hide the error
name = ~4320p 16 pass
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 3.0
$internalRes = 1
$presetPass:int = 2
$enableBlur:int = 1
[Preset] #
name = Disable extra blur, keep other tweaks active
$dither = 0.2
@ -60,6 +70,118 @@ $enableBlur:int = 0
#$presetPass:int = 1
#$enableBlur:int = 1
###expermiment
[TextureRedefine] #
width = 1280
height = 720
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine] #
width = 1024
height = 1024
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine] #
width = 1024
height = 512
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine] #
width = 1024
height = 449
formats = 0x01a
overwriteFormat = 0x01f
#[TextureRedefine] # load selection
#width = 1024
#height = 223
#formats = 0x01a
#overwriteFormat = 0x01f
#
#[TextureRedefine]
#width = 788
#height = 336
#formats = 0x01a
#overwriteFormat = 0x01f
#
#[TextureRedefine]#BG cont #
#width = 607
#height = 418
#formats = 0x01a
#overwriteFormat = 0x01f
[TextureRedefine] #
width = 512
height = 512
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine] #
width = 448
height = 384
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine] #
width = 427
height = 480
formats = 0x01a
overwriteFormat = 0x01f
#[TextureRedefine] # contr
#width = 393
#height = 231
#formats = 0x01a
#overwriteFormat = 0x01f
[TextureRedefine] #
width = 384
height = 384
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine] #
width = 320
height = 288
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine] #
width = 320
height = 180
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine] #
width = 290
height = 280
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine] #
width = 263
height = 191
formats = 0x01a
overwriteFormat = 0x01f
#[TextureRedefine] # eyes
#width = 256
#height = 256
#formats = 0x01a
#overwriteFormat = 0x01f
### exp end
#Fog banding
[TextureRedefine]
width = 1920
@ -115,3 +237,20 @@ width = 960
height = 540
formats = 0x007
overwriteFormat = 0x00f
[TextureRedefine] #cloud mips fails?
width = 1025
height = 256
formats = 0x007
overwriteFormat = 0x00f
[TextureRedefine]
width = 1025
height = 512
formats = 0x007
overwriteFormat = 0x00f
#[TextureRedefine]
#formats = 0x001
#overwriteFormat = 0x005