From e689e313b09f87ba457fd1624cee435606501bdf Mon Sep 17 00:00:00 2001 From: Crementif Date: Sun, 1 Oct 2017 15:54:03 +0200 Subject: [PATCH] Proper scaling of Mario Kart 8 and Splatoon Blur Fix Might or might not have caused an issue, but it's fixed regardless. --- Enthusiast/MK8_2880p/4727ccdea05045d0_0000000000000079_ps.txt | 2 +- Enthusiast/MK8_2880p/6dc0532bfaf19019_0000000000000079_ps.txt | 3 +-- Enthusiast/MK8_4320p/4727ccdea05045d0_0000000000000079_ps.txt | 2 +- Enthusiast/MK8_4320p/6dc0532bfaf19019_0000000000000079_ps.txt | 3 +-- Enthusiast/MK8_5760p/4727ccdea05045d0_0000000000000079_ps.txt | 2 +- Enthusiast/MK8_5760p/6dc0532bfaf19019_0000000000000079_ps.txt | 3 +-- .../Splatoon_2880p/45d85f1d25e7d0de_0000000000000079_ps.txt | 3 +-- .../Splatoon_2880p/4dc5fdeced670c5e_0000000000000079_ps.txt | 2 +- .../Splatoon_4320p/45d85f1d25e7d0de_0000000000000079_ps.txt | 3 +-- .../Splatoon_4320p/4dc5fdeced670c5e_0000000000000079_ps.txt | 2 +- .../Splatoon_5760p/45d85f1d25e7d0de_0000000000000079_ps.txt | 3 +-- .../Splatoon_5760p/4dc5fdeced670c5e_0000000000000079_ps.txt | 2 +- Quality/MK8_1080p/4727ccdea05045d0_0000000000000079_ps.txt | 2 +- Quality/MK8_1080p/6dc0532bfaf19019_0000000000000079_ps.txt | 3 +-- Quality/MK8_1080pUW/4727ccdea05045d0_0000000000000079_ps.txt | 2 +- Quality/MK8_1080pUW/6dc0532bfaf19019_0000000000000079_ps.txt | 3 +-- Quality/MK8_1440p/4727ccdea05045d0_0000000000000079_ps.txt | 2 +- Quality/MK8_1440p/6dc0532bfaf19019_0000000000000079_ps.txt | 3 +-- Quality/MK8_1800p/4727ccdea05045d0_0000000000000079_ps.txt | 2 +- Quality/MK8_1800p/6dc0532bfaf19019_0000000000000079_ps.txt | 2 +- Quality/MK8_2160p/4727ccdea05045d0_0000000000000079_ps.txt | 2 +- Quality/MK8_2160p/6dc0532bfaf19019_0000000000000079_ps.txt | 2 +- Quality/MK8_2160pUW/4727ccdea05045d0_0000000000000079_ps.txt | 2 +- Quality/MK8_2160pUW/6dc0532bfaf19019_0000000000000079_ps.txt | 3 +-- .../Splatoon_1080pUW/45d85f1d25e7d0de_0000000000000079_ps.txt | 3 +-- .../Splatoon_1080pUW/4dc5fdeced670c5e_0000000000000079_ps.txt | 2 +- .../Splatoon_1440p/45d85f1d25e7d0de_0000000000000079_ps.txt | 3 +-- .../Splatoon_1440p/4dc5fdeced670c5e_0000000000000079_ps.txt | 2 +- .../Splatoon_1800p/45d85f1d25e7d0de_0000000000000079_ps.txt | 3 +-- .../Splatoon_1800p/4dc5fdeced670c5e_0000000000000079_ps.txt | 2 +- .../Splatoon_2160p/45d85f1d25e7d0de_0000000000000079_ps.txt | 3 +-- .../Splatoon_2160p/4dc5fdeced670c5e_0000000000000079_ps.txt | 2 +- 32 files changed, 32 insertions(+), 46 deletions(-) diff --git a/Enthusiast/MK8_2880p/4727ccdea05045d0_0000000000000079_ps.txt b/Enthusiast/MK8_2880p/4727ccdea05045d0_0000000000000079_ps.txt index 4865cfe2..60575b23 100644 --- a/Enthusiast/MK8_2880p/4727ccdea05045d0_0000000000000079_ps.txt +++ b/Enthusiast/MK8_2880p/4727ccdea05045d0_0000000000000079_ps.txt @@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Enthusiast/MK8_2880p/6dc0532bfaf19019_0000000000000079_ps.txt b/Enthusiast/MK8_2880p/6dc0532bfaf19019_0000000000000079_ps.txt index bdd61599..878eef04 100644 --- a/Enthusiast/MK8_2880p/6dc0532bfaf19019_0000000000000079_ps.txt +++ b/Enthusiast/MK8_2880p/6dc0532bfaf19019_0000000000000079_ps.txt @@ -4,7 +4,6 @@ // Used for: Vertical Blur const float blurFactor = 1.0; //Higher is less blur - // Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; @@ -15,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Enthusiast/MK8_4320p/4727ccdea05045d0_0000000000000079_ps.txt b/Enthusiast/MK8_4320p/4727ccdea05045d0_0000000000000079_ps.txt index 4865cfe2..60575b23 100644 --- a/Enthusiast/MK8_4320p/4727ccdea05045d0_0000000000000079_ps.txt +++ b/Enthusiast/MK8_4320p/4727ccdea05045d0_0000000000000079_ps.txt @@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Enthusiast/MK8_4320p/6dc0532bfaf19019_0000000000000079_ps.txt b/Enthusiast/MK8_4320p/6dc0532bfaf19019_0000000000000079_ps.txt index bdd61599..878eef04 100644 --- a/Enthusiast/MK8_4320p/6dc0532bfaf19019_0000000000000079_ps.txt +++ b/Enthusiast/MK8_4320p/6dc0532bfaf19019_0000000000000079_ps.txt @@ -4,7 +4,6 @@ // Used for: Vertical Blur const float blurFactor = 1.0; //Higher is less blur - // Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; @@ -15,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Enthusiast/MK8_5760p/4727ccdea05045d0_0000000000000079_ps.txt b/Enthusiast/MK8_5760p/4727ccdea05045d0_0000000000000079_ps.txt index 4865cfe2..60575b23 100644 --- a/Enthusiast/MK8_5760p/4727ccdea05045d0_0000000000000079_ps.txt +++ b/Enthusiast/MK8_5760p/4727ccdea05045d0_0000000000000079_ps.txt @@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Enthusiast/MK8_5760p/6dc0532bfaf19019_0000000000000079_ps.txt b/Enthusiast/MK8_5760p/6dc0532bfaf19019_0000000000000079_ps.txt index bdd61599..878eef04 100644 --- a/Enthusiast/MK8_5760p/6dc0532bfaf19019_0000000000000079_ps.txt +++ b/Enthusiast/MK8_5760p/6dc0532bfaf19019_0000000000000079_ps.txt @@ -4,7 +4,6 @@ // Used for: Vertical Blur const float blurFactor = 1.0; //Higher is less blur - // Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; @@ -15,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Enthusiast/Splatoon_2880p/45d85f1d25e7d0de_0000000000000079_ps.txt b/Enthusiast/Splatoon_2880p/45d85f1d25e7d0de_0000000000000079_ps.txt index 9fe7817e..e9162537 100644 --- a/Enthusiast/Splatoon_2880p/45d85f1d25e7d0de_0000000000000079_ps.txt +++ b/Enthusiast/Splatoon_2880p/45d85f1d25e7d0de_0000000000000079_ps.txt @@ -4,7 +4,6 @@ // Used for: Vertical Blur const float blurFactor = 1.0; //Higher is less blur - // Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; @@ -15,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Enthusiast/Splatoon_2880p/4dc5fdeced670c5e_0000000000000079_ps.txt b/Enthusiast/Splatoon_2880p/4dc5fdeced670c5e_0000000000000079_ps.txt index dff2978b..87aef259 100644 --- a/Enthusiast/Splatoon_2880p/4dc5fdeced670c5e_0000000000000079_ps.txt +++ b/Enthusiast/Splatoon_2880p/4dc5fdeced670c5e_0000000000000079_ps.txt @@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Enthusiast/Splatoon_4320p/45d85f1d25e7d0de_0000000000000079_ps.txt b/Enthusiast/Splatoon_4320p/45d85f1d25e7d0de_0000000000000079_ps.txt index 9fe7817e..e9162537 100644 --- a/Enthusiast/Splatoon_4320p/45d85f1d25e7d0de_0000000000000079_ps.txt +++ b/Enthusiast/Splatoon_4320p/45d85f1d25e7d0de_0000000000000079_ps.txt @@ -4,7 +4,6 @@ // Used for: Vertical Blur const float blurFactor = 1.0; //Higher is less blur - // Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; @@ -15,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Enthusiast/Splatoon_4320p/4dc5fdeced670c5e_0000000000000079_ps.txt b/Enthusiast/Splatoon_4320p/4dc5fdeced670c5e_0000000000000079_ps.txt index dff2978b..87aef259 100644 --- a/Enthusiast/Splatoon_4320p/4dc5fdeced670c5e_0000000000000079_ps.txt +++ b/Enthusiast/Splatoon_4320p/4dc5fdeced670c5e_0000000000000079_ps.txt @@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Enthusiast/Splatoon_5760p/45d85f1d25e7d0de_0000000000000079_ps.txt b/Enthusiast/Splatoon_5760p/45d85f1d25e7d0de_0000000000000079_ps.txt index 9fe7817e..e9162537 100644 --- a/Enthusiast/Splatoon_5760p/45d85f1d25e7d0de_0000000000000079_ps.txt +++ b/Enthusiast/Splatoon_5760p/45d85f1d25e7d0de_0000000000000079_ps.txt @@ -4,7 +4,6 @@ // Used for: Vertical Blur const float blurFactor = 1.0; //Higher is less blur - // Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; @@ -15,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Enthusiast/Splatoon_5760p/4dc5fdeced670c5e_0000000000000079_ps.txt b/Enthusiast/Splatoon_5760p/4dc5fdeced670c5e_0000000000000079_ps.txt index dff2978b..87aef259 100644 --- a/Enthusiast/Splatoon_5760p/4dc5fdeced670c5e_0000000000000079_ps.txt +++ b/Enthusiast/Splatoon_5760p/4dc5fdeced670c5e_0000000000000079_ps.txt @@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Quality/MK8_1080p/4727ccdea05045d0_0000000000000079_ps.txt b/Quality/MK8_1080p/4727ccdea05045d0_0000000000000079_ps.txt index 4865cfe2..60575b23 100644 --- a/Quality/MK8_1080p/4727ccdea05045d0_0000000000000079_ps.txt +++ b/Quality/MK8_1080p/4727ccdea05045d0_0000000000000079_ps.txt @@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Quality/MK8_1080p/6dc0532bfaf19019_0000000000000079_ps.txt b/Quality/MK8_1080p/6dc0532bfaf19019_0000000000000079_ps.txt index bdd61599..878eef04 100644 --- a/Quality/MK8_1080p/6dc0532bfaf19019_0000000000000079_ps.txt +++ b/Quality/MK8_1080p/6dc0532bfaf19019_0000000000000079_ps.txt @@ -4,7 +4,6 @@ // Used for: Vertical Blur const float blurFactor = 1.0; //Higher is less blur - // Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; @@ -15,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Quality/MK8_1080pUW/4727ccdea05045d0_0000000000000079_ps.txt b/Quality/MK8_1080pUW/4727ccdea05045d0_0000000000000079_ps.txt index 4865cfe2..60575b23 100644 --- a/Quality/MK8_1080pUW/4727ccdea05045d0_0000000000000079_ps.txt +++ b/Quality/MK8_1080pUW/4727ccdea05045d0_0000000000000079_ps.txt @@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Quality/MK8_1080pUW/6dc0532bfaf19019_0000000000000079_ps.txt b/Quality/MK8_1080pUW/6dc0532bfaf19019_0000000000000079_ps.txt index bdd61599..878eef04 100644 --- a/Quality/MK8_1080pUW/6dc0532bfaf19019_0000000000000079_ps.txt +++ b/Quality/MK8_1080pUW/6dc0532bfaf19019_0000000000000079_ps.txt @@ -4,7 +4,6 @@ // Used for: Vertical Blur const float blurFactor = 1.0; //Higher is less blur - // Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; @@ -15,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Quality/MK8_1440p/4727ccdea05045d0_0000000000000079_ps.txt b/Quality/MK8_1440p/4727ccdea05045d0_0000000000000079_ps.txt index 4865cfe2..60575b23 100644 --- a/Quality/MK8_1440p/4727ccdea05045d0_0000000000000079_ps.txt +++ b/Quality/MK8_1440p/4727ccdea05045d0_0000000000000079_ps.txt @@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Quality/MK8_1440p/6dc0532bfaf19019_0000000000000079_ps.txt b/Quality/MK8_1440p/6dc0532bfaf19019_0000000000000079_ps.txt index bdd61599..878eef04 100644 --- a/Quality/MK8_1440p/6dc0532bfaf19019_0000000000000079_ps.txt +++ b/Quality/MK8_1440p/6dc0532bfaf19019_0000000000000079_ps.txt @@ -4,7 +4,6 @@ // Used for: Vertical Blur const float blurFactor = 1.0; //Higher is less blur - // Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; @@ -15,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Quality/MK8_1800p/4727ccdea05045d0_0000000000000079_ps.txt b/Quality/MK8_1800p/4727ccdea05045d0_0000000000000079_ps.txt index 4865cfe2..60575b23 100644 --- a/Quality/MK8_1800p/4727ccdea05045d0_0000000000000079_ps.txt +++ b/Quality/MK8_1800p/4727ccdea05045d0_0000000000000079_ps.txt @@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Quality/MK8_1800p/6dc0532bfaf19019_0000000000000079_ps.txt b/Quality/MK8_1800p/6dc0532bfaf19019_0000000000000079_ps.txt index bdd61599..c351511b 100644 --- a/Quality/MK8_1800p/6dc0532bfaf19019_0000000000000079_ps.txt +++ b/Quality/MK8_1800p/6dc0532bfaf19019_0000000000000079_ps.txt @@ -15,7 +15,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Quality/MK8_2160p/4727ccdea05045d0_0000000000000079_ps.txt b/Quality/MK8_2160p/4727ccdea05045d0_0000000000000079_ps.txt index 4865cfe2..60575b23 100644 --- a/Quality/MK8_2160p/4727ccdea05045d0_0000000000000079_ps.txt +++ b/Quality/MK8_2160p/4727ccdea05045d0_0000000000000079_ps.txt @@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Quality/MK8_2160p/6dc0532bfaf19019_0000000000000079_ps.txt b/Quality/MK8_2160p/6dc0532bfaf19019_0000000000000079_ps.txt index bdd61599..c351511b 100644 --- a/Quality/MK8_2160p/6dc0532bfaf19019_0000000000000079_ps.txt +++ b/Quality/MK8_2160p/6dc0532bfaf19019_0000000000000079_ps.txt @@ -15,7 +15,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Quality/MK8_2160pUW/4727ccdea05045d0_0000000000000079_ps.txt b/Quality/MK8_2160pUW/4727ccdea05045d0_0000000000000079_ps.txt index 4865cfe2..60575b23 100644 --- a/Quality/MK8_2160pUW/4727ccdea05045d0_0000000000000079_ps.txt +++ b/Quality/MK8_2160pUW/4727ccdea05045d0_0000000000000079_ps.txt @@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Quality/MK8_2160pUW/6dc0532bfaf19019_0000000000000079_ps.txt b/Quality/MK8_2160pUW/6dc0532bfaf19019_0000000000000079_ps.txt index bdd61599..878eef04 100644 --- a/Quality/MK8_2160pUW/6dc0532bfaf19019_0000000000000079_ps.txt +++ b/Quality/MK8_2160pUW/6dc0532bfaf19019_0000000000000079_ps.txt @@ -4,7 +4,6 @@ // Used for: Vertical Blur const float blurFactor = 1.0; //Higher is less blur - // Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; @@ -15,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Quality/Splatoon_1080pUW/45d85f1d25e7d0de_0000000000000079_ps.txt b/Quality/Splatoon_1080pUW/45d85f1d25e7d0de_0000000000000079_ps.txt index 9fe7817e..e9162537 100644 --- a/Quality/Splatoon_1080pUW/45d85f1d25e7d0de_0000000000000079_ps.txt +++ b/Quality/Splatoon_1080pUW/45d85f1d25e7d0de_0000000000000079_ps.txt @@ -4,7 +4,6 @@ // Used for: Vertical Blur const float blurFactor = 1.0; //Higher is less blur - // Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; @@ -15,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Quality/Splatoon_1080pUW/4dc5fdeced670c5e_0000000000000079_ps.txt b/Quality/Splatoon_1080pUW/4dc5fdeced670c5e_0000000000000079_ps.txt index dff2978b..87aef259 100644 --- a/Quality/Splatoon_1080pUW/4dc5fdeced670c5e_0000000000000079_ps.txt +++ b/Quality/Splatoon_1080pUW/4dc5fdeced670c5e_0000000000000079_ps.txt @@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Quality/Splatoon_1440p/45d85f1d25e7d0de_0000000000000079_ps.txt b/Quality/Splatoon_1440p/45d85f1d25e7d0de_0000000000000079_ps.txt index 9fe7817e..e9162537 100644 --- a/Quality/Splatoon_1440p/45d85f1d25e7d0de_0000000000000079_ps.txt +++ b/Quality/Splatoon_1440p/45d85f1d25e7d0de_0000000000000079_ps.txt @@ -4,7 +4,6 @@ // Used for: Vertical Blur const float blurFactor = 1.0; //Higher is less blur - // Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; @@ -15,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Quality/Splatoon_1440p/4dc5fdeced670c5e_0000000000000079_ps.txt b/Quality/Splatoon_1440p/4dc5fdeced670c5e_0000000000000079_ps.txt index dff2978b..87aef259 100644 --- a/Quality/Splatoon_1440p/4dc5fdeced670c5e_0000000000000079_ps.txt +++ b/Quality/Splatoon_1440p/4dc5fdeced670c5e_0000000000000079_ps.txt @@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Quality/Splatoon_1800p/45d85f1d25e7d0de_0000000000000079_ps.txt b/Quality/Splatoon_1800p/45d85f1d25e7d0de_0000000000000079_ps.txt index 9fe7817e..e9162537 100644 --- a/Quality/Splatoon_1800p/45d85f1d25e7d0de_0000000000000079_ps.txt +++ b/Quality/Splatoon_1800p/45d85f1d25e7d0de_0000000000000079_ps.txt @@ -4,7 +4,6 @@ // Used for: Vertical Blur const float blurFactor = 1.0; //Higher is less blur - // Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; @@ -15,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Quality/Splatoon_1800p/4dc5fdeced670c5e_0000000000000079_ps.txt b/Quality/Splatoon_1800p/4dc5fdeced670c5e_0000000000000079_ps.txt index dff2978b..87aef259 100644 --- a/Quality/Splatoon_1800p/4dc5fdeced670c5e_0000000000000079_ps.txt +++ b/Quality/Splatoon_1800p/4dc5fdeced670c5e_0000000000000079_ps.txt @@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Quality/Splatoon_2160p/45d85f1d25e7d0de_0000000000000079_ps.txt b/Quality/Splatoon_2160p/45d85f1d25e7d0de_0000000000000079_ps.txt index 9fe7817e..e9162537 100644 --- a/Quality/Splatoon_2160p/45d85f1d25e7d0de_0000000000000079_ps.txt +++ b/Quality/Splatoon_2160p/45d85f1d25e7d0de_0000000000000079_ps.txt @@ -4,7 +4,6 @@ // Used for: Vertical Blur const float blurFactor = 1.0; //Higher is less blur - // Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; @@ -15,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() { diff --git a/Quality/Splatoon_2160p/4dc5fdeced670c5e_0000000000000079_ps.txt b/Quality/Splatoon_2160p/4dc5fdeced670c5e_0000000000000079_ps.txt index dff2978b..87aef259 100644 --- a/Quality/Splatoon_2160p/4dc5fdeced670c5e_0000000000000079_ps.txt +++ b/Quality/Splatoon_2160p/4dc5fdeced670c5e_0000000000000079_ps.txt @@ -14,7 +14,7 @@ uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519) uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); +vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale); vec2 scale = outputRes * blurFactor; void main() {