mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-23 01:59:18 +01:00
Update SM3DW blurs
Should now pretty much fix all the blurs I could see (although the main menu (maybe other scenes too) has multiple blurs depending on the weather, not fixing that one tho).
This commit is contained in:
parent
d6750e35f2
commit
dd98e92938
@ -10,7 +10,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
|
|||||||
#extension GL_ARB_shading_language_packing : enable
|
#extension GL_ARB_shading_language_packing : enable
|
||||||
// shader 1f83c0d47b1c4c34
|
// shader 1f83c0d47b1c4c34
|
||||||
// Used for: Background Blur
|
// Used for: Background Blur
|
||||||
const float resXScale = <?=$scaleFactorY?>;
|
const float resXScale = <?=$scaleFactorX?>;
|
||||||
const float resYScale = <?=$scaleFactorY?>;
|
const float resYScale = <?=$scaleFactorY?>;
|
||||||
|
|
||||||
uniform ivec4 uf_remappedVS[1];
|
uniform ivec4 uf_remappedVS[1];
|
||||||
|
@ -0,0 +1,85 @@
|
|||||||
|
<?php
|
||||||
|
include 'Source/functions.php';
|
||||||
|
$fullWidth = $argv[1];
|
||||||
|
$fullHeight = $argv[2];
|
||||||
|
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
|
||||||
|
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
|
||||||
|
?>
|
||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
|
#extension GL_ARB_shading_language_packing : enable
|
||||||
|
// shader 280351fcf8e5949f
|
||||||
|
// Used for: Another vertical blur
|
||||||
|
const float resXScale = <?=$scaleFactorX?>;
|
||||||
|
const float resYScale = <?=$scaleFactorY?>;
|
||||||
|
|
||||||
|
uniform ivec4 uf_remappedVS[1];
|
||||||
|
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||||
|
layout(location = 0) in uvec4 attrDataSem0;
|
||||||
|
layout(location = 1) in uvec4 attrDataSem1;
|
||||||
|
out gl_PerVertex
|
||||||
|
{
|
||||||
|
vec4 gl_Position;
|
||||||
|
float gl_PointSize;
|
||||||
|
};
|
||||||
|
layout(location = 0) noperspective out vec4 passParameterSem0;
|
||||||
|
int clampFI32(int v)
|
||||||
|
{
|
||||||
|
if( v == 0x7FFFFFFF )
|
||||||
|
return floatBitsToInt(1.0);
|
||||||
|
else if( v == 0xFFFFFFFF )
|
||||||
|
return floatBitsToInt(0.0);
|
||||||
|
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||||
|
}
|
||||||
|
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 R0f = vec4(0.0);
|
||||||
|
vec4 R1f = vec4(0.0);
|
||||||
|
vec4 R2f = vec4(0.0);
|
||||||
|
uvec4 attrDecoder;
|
||||||
|
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||||
|
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||||
|
float PS0f = 0.0, PS1f = 0.0;
|
||||||
|
vec4 tempf = vec4(0.0);
|
||||||
|
float tempResultf;
|
||||||
|
int tempResulti;
|
||||||
|
ivec4 ARi = ivec4(0);
|
||||||
|
bool predResult = true;
|
||||||
|
vec3 cubeMapSTM;
|
||||||
|
int cubeMapFaceId;
|
||||||
|
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
|
||||||
|
attrDecoder.xyz = attrDataSem0.xyz;
|
||||||
|
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
|
||||||
|
attrDecoder.w = 0;
|
||||||
|
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||||
|
attrDecoder.xy = attrDataSem1.xy;
|
||||||
|
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
||||||
|
attrDecoder.z = 0;
|
||||||
|
attrDecoder.w = 0;
|
||||||
|
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||||
|
// 0
|
||||||
|
backupReg0f = R1f.x;
|
||||||
|
backupReg1f = R1f.y;
|
||||||
|
R1f.x = backupReg0f;
|
||||||
|
R1f.x *= 2.0;
|
||||||
|
R1f.y = backupReg1f;
|
||||||
|
R1f.y *= 2.0;
|
||||||
|
R1f.z = 0.0;
|
||||||
|
R1f.w = 1.0;
|
||||||
|
PS0f = intBitsToFloat(uf_remappedVS[0].x/resXScale) * intBitsToFloat(0x3f99999a);
|
||||||
|
// 1
|
||||||
|
backupReg0f = R2f.x;
|
||||||
|
backupReg0f = R2f.x;
|
||||||
|
backupReg0f = R2f.x;
|
||||||
|
R2f.x = R2f.y;
|
||||||
|
R2f.y = backupReg0f + -(PS0f);
|
||||||
|
R2f.z = backupReg0f + PS0f;
|
||||||
|
R2f.w = backupReg0f;
|
||||||
|
// export
|
||||||
|
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||||
|
// export
|
||||||
|
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||||
|
// 0
|
||||||
|
}
|
@ -0,0 +1,95 @@
|
|||||||
|
<?php
|
||||||
|
include 'Source/functions.php';
|
||||||
|
$fullWidth = $argv[1];
|
||||||
|
$fullHeight = $argv[2];
|
||||||
|
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
|
||||||
|
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
|
||||||
|
?>
|
||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
|
#extension GL_ARB_shading_language_packing : enable
|
||||||
|
// shader 6d9067fd20086bc0
|
||||||
|
// Used for: Vertical blur
|
||||||
|
const float resXScale = <?=$scaleFactorX?>;
|
||||||
|
const float resYScale = <?=$scaleFactorY?>;
|
||||||
|
|
||||||
|
uniform ivec4 uf_remappedVS[1];
|
||||||
|
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||||
|
layout(location = 0) in uvec4 attrDataSem0;
|
||||||
|
layout(location = 1) in uvec4 attrDataSem1;
|
||||||
|
out gl_PerVertex
|
||||||
|
{
|
||||||
|
vec4 gl_Position;
|
||||||
|
float gl_PointSize;
|
||||||
|
};
|
||||||
|
layout(location = 0) noperspective out vec4 passParameterSem0;
|
||||||
|
layout(location = 1) noperspective out vec4 passParameterSem1;
|
||||||
|
layout(location = 2) noperspective out vec4 passParameterSem2;
|
||||||
|
int clampFI32(int v)
|
||||||
|
{
|
||||||
|
if( v == 0x7FFFFFFF )
|
||||||
|
return floatBitsToInt(1.0);
|
||||||
|
else if( v == 0xFFFFFFFF )
|
||||||
|
return floatBitsToInt(0.0);
|
||||||
|
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||||
|
}
|
||||||
|
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 R0f = vec4(0.0);
|
||||||
|
vec4 R1f = vec4(0.0);
|
||||||
|
vec4 R2f = vec4(0.0);
|
||||||
|
vec4 R3f = vec4(0.0);
|
||||||
|
vec4 R4f = vec4(0.0);
|
||||||
|
uvec4 attrDecoder;
|
||||||
|
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||||
|
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||||
|
float PS0f = 0.0, PS1f = 0.0;
|
||||||
|
vec4 tempf = vec4(0.0);
|
||||||
|
float tempResultf;
|
||||||
|
int tempResulti;
|
||||||
|
ivec4 ARi = ivec4(0);
|
||||||
|
bool predResult = true;
|
||||||
|
vec3 cubeMapSTM;
|
||||||
|
int cubeMapFaceId;
|
||||||
|
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
|
||||||
|
attrDecoder.xyz = attrDataSem0.xyz;
|
||||||
|
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
|
||||||
|
attrDecoder.w = 0;
|
||||||
|
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||||
|
attrDecoder.xy = attrDataSem1.xy;
|
||||||
|
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
||||||
|
attrDecoder.z = 0;
|
||||||
|
attrDecoder.w = 0;
|
||||||
|
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||||
|
// 0
|
||||||
|
backupReg0f = R1f.x;
|
||||||
|
backupReg1f = R1f.y;
|
||||||
|
R1f.x = backupReg0f;
|
||||||
|
R1f.x *= 2.0;
|
||||||
|
R1f.y = backupReg1f;
|
||||||
|
R1f.y *= 2.0;
|
||||||
|
R1f.z = 0.0;
|
||||||
|
R1f.w = 1.0;
|
||||||
|
PS0f = intBitsToFloat(uf_remappedVS[0].x/resXScale) + R2f.x;
|
||||||
|
// 1
|
||||||
|
R0f.x = PS0f;
|
||||||
|
R0f.y = R2f.y;
|
||||||
|
PV1f.z = -(intBitsToFloat(uf_remappedVS[0].x/resXScale)) + R2f.x;
|
||||||
|
R3f.w = R2f.y;
|
||||||
|
R4f.x = R2f.x;
|
||||||
|
PS1f = R4f.x;
|
||||||
|
// 2
|
||||||
|
R3f.x = PV1f.z;
|
||||||
|
R4f.y = R2f.y;
|
||||||
|
// export
|
||||||
|
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||||
|
// export
|
||||||
|
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z);
|
||||||
|
// export
|
||||||
|
passParameterSem1 = vec4(R3f.x, R3f.w, R3f.z, R3f.z);
|
||||||
|
// export
|
||||||
|
passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.z);
|
||||||
|
// 0
|
||||||
|
}
|
@ -87,6 +87,12 @@ height = 180
|
|||||||
overwriteWidth = <?=round($scaleFactorX*320)?>
|
overwriteWidth = <?=round($scaleFactorX*320)?>
|
||||||
overwriteHeight = <?=round($scaleFactorY*180)?>
|
overwriteHeight = <?=round($scaleFactorY*180)?>
|
||||||
|
|
||||||
|
[TextureRedefine] # 1/8 res
|
||||||
|
width = 160
|
||||||
|
height = 90
|
||||||
|
overwriteWidth = <?=round($scaleFactorX*160)?>
|
||||||
|
overwriteHeight = <?=round($scaleFactorY*90)?>
|
||||||
|
|
||||||
[TextureRedefine] # gamepad
|
[TextureRedefine] # gamepad
|
||||||
width = 854
|
width = 854
|
||||||
height = 480
|
height = 480
|
||||||
|
Loading…
Reference in New Issue
Block a user