Proper scaling of Mario Kart 8 and Splatoon Blur Fix

Might or might not have caused an issue, but it's fixed regardless.
This commit is contained in:
Crementif 2017-10-01 15:54:03 +02:00
parent 74a298d9b3
commit e689e313b0
32 changed files with 32 additions and 46 deletions

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{

View File

@ -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()
{