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https://github.com/cemu-project/cemu_graphic_packs.git
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[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.
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@ -14,12 +14,8 @@ 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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/* Nr of pass hack since we don't know what the res pack set to after moving shader from main pack :(
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* Would have been better to manually tweak per res setting , and then add static scaler on top of that.
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* ~1080 -> 2 pass, 1440->3 , 4k -> 5
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*/
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const int sampleScale = 2 + int(1.0/uf_fragCoordScale.x) + sampleScaling;
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const int sampleScale = 2 + sampleScaling;
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//const int sampleScale = 2 + sampleScaling;
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// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
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@ -7,7 +7,7 @@ version = 3
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[Preset] # Gaussian blur w correct scaling
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name = Light blur - Original look++
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name = Light blur - 1080p 8 pass
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.0
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@ -16,7 +16,7 @@ $presetPass:int = 0
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$enableBlur:int = 1
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[Preset] # Scaling offset, looks blurrier on high res as additional passes mostly hide the error
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name = LB + defocus, better for high res, same performance
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name = ~1440p 8 pass
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.25
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@ -25,7 +25,7 @@ $presetPass:int = 0
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$enableBlur:int = 1
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[Preset] # gaussian blur w correct scaling and an additional 4 passes
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name = +1 extra blur pass, slower, pretty in high res
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name = 2160p 12 pass
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.0
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@ -34,14 +34,24 @@ $presetPass:int = 1
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$enableBlur:int = 1
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[Preset] # Scaling offset, looks blurrier on high res as additional passes mostly hide the error
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name = LB + defocus, further pass
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name = ~2160p+ 12 pass
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.125
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$scaleBlur = 1.25
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$internalRes = 1
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$presetPass:int = 1
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$enableBlur:int = 1
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[Preset] # Scaling offset, looks blurrier on high res as additional passes mostly hide the error
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name = ~4320p 16 pass
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 3.0
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$internalRes = 1
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$presetPass:int = 2
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$enableBlur:int = 1
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[Preset] #
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name = Disable extra blur, keep other tweaks active
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$dither = 0.2
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@ -60,6 +70,118 @@ $enableBlur:int = 0
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#$presetPass:int = 1
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#$enableBlur:int = 1
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###expermiment
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[TextureRedefine] #
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width = 1280
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height = 720
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 1024
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height = 1024
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 1024
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height = 512
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 1024
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height = 449
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formats = 0x01a
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overwriteFormat = 0x01f
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#[TextureRedefine] # load selection
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#width = 1024
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#height = 223
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#formats = 0x01a
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#overwriteFormat = 0x01f
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#
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#[TextureRedefine]
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#width = 788
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#height = 336
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#formats = 0x01a
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#overwriteFormat = 0x01f
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#
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#[TextureRedefine]#BG cont #
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#width = 607
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#height = 418
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#formats = 0x01a
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#overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 512
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height = 512
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 448
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height = 384
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 427
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height = 480
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formats = 0x01a
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overwriteFormat = 0x01f
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#[TextureRedefine] # contr
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#width = 393
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#height = 231
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#formats = 0x01a
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#overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 384
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height = 384
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 320
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height = 288
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 320
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height = 180
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 290
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height = 280
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 263
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height = 191
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formats = 0x01a
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overwriteFormat = 0x01f
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#[TextureRedefine] # eyes
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#width = 256
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#height = 256
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#formats = 0x01a
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#overwriteFormat = 0x01f
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### exp end
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#Fog banding
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[TextureRedefine]
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width = 1920
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@ -115,3 +237,20 @@ width = 960
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height = 540
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formats = 0x007
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overwriteFormat = 0x00f
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[TextureRedefine] #cloud mips fails?
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width = 1025
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height = 256
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formats = 0x007
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overwriteFormat = 0x00f
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[TextureRedefine]
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width = 1025
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height = 512
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formats = 0x007
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overwriteFormat = 0x00f
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#[TextureRedefine]
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#formats = 0x001
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#overwriteFormat = 0x005
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