From edb182c4913d064f0cd548a1d04d93995cca2a15 Mon Sep 17 00:00:00 2001 From: getdls Date: Sun, 4 Mar 2018 03:10:33 +0100 Subject: [PATCH] [XCX} Default to super sampling 0x01a LOD and AA removal --- .../59df1c7e1806366c_00000000000003c9_ps.txt | 75 ++++--------------- ..._59df1c7e1806366c_00000000000003c9_ps.txt} | 75 +++++++++++++++---- Source/XenobladeX/rules.txt | 4 + 3 files changed, 79 insertions(+), 75 deletions(-) rename Source/XenobladeX/{_59df1c7e1806366c_00000000000003c9_ps.txt => __59df1c7e1806366c_00000000000003c9_ps.txt} (76%) diff --git a/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt b/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt index a8d90795..dde71f07 100644 --- a/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt +++ b/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt @@ -1,59 +1,13 @@ - #version 420 #extension GL_ARB_texture_gather : enable -const float sharpen_strength = 0.1; // shader 59df1c7e1806366c -// aa-restore. Intial version -//To - do //R2i.xyzw is possible a cemu bug. Replace with Alex FXAA -const float resScale = ; -//const float resScale = 3.0; +// aaremoval. Can't be combined with AA restore as they share the same shader. uniform ivec4 uf_remappedPS[2]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; - -vec3 blurSample(in vec2 uv, in vec2 xoff, in vec2 yoff) -{ - vec3 v11 = texture(textureUnitPS1, uv + xoff).rgb; - vec3 v12 = texture(textureUnitPS1, uv + yoff).rgb; - vec3 v21 = texture(textureUnitPS1, uv - xoff).rgb; - vec3 v22 = texture(textureUnitPS1, uv - yoff).rgb; - return (v11 + v12 + v21 + v22 + 2.0 * texture(textureUnitPS1, uv).rgb) * 0.166667; -} - -vec3 edgeStrength(in vec2 uv) -{ - const float spread = 0.5; - vec2 offset = vec2(1.0) / textureSize(textureUnitPS0, 0); - vec2 up = vec2(0.0, offset.y) * spread; - vec2 right = vec2(offset.x, 0.0) * spread; - const float frad = 3.0; - vec3 v11 = blurSample(uv + up - right, right, up); - vec3 v12 = blurSample(uv + up, right, up); - vec3 v13 = blurSample(uv + up + right, right, up); - - vec3 v21 = blurSample(uv - right, right, up); - vec3 v22 = blurSample(uv, right, up); - vec3 v23 = blurSample(uv + right, right, up); - - vec3 v31 = blurSample(uv - up - right, right, up); - vec3 v32 = blurSample(uv - up, right, up); - vec3 v33 = blurSample(uv - up + right, right, up); - - vec3 laplacian_of_g = v11 * 0.0 + v12 * 1.0 + v13 * 0.0 - + v21 * 1.0 + v22 * -4.0 + v23 * 1.0 - + v31 * 0.0 + v32 * 1.0 + v33 * 0.0; - laplacian_of_g = laplacian_of_g * 1.0; - return laplacian_of_g.xyz; -} uniform vec2 uf_fragCoordScale; int clampFI32(int v) { @@ -92,18 +46,19 @@ activeMaskStackC[0] = true; activeMaskStackC[1] = true; vec3 cubeMapSTM; int cubeMapFaceId; +/* R0i = floatBitsToInt(passParameterSem0); R1i = floatBitsToInt(passParameterSem1); if( activeMaskStackC[1] == true ) { -//R2i.xyzw = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R0i.zw)).xyzw); // cemu bug? Review later -//R0i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).x); // edge blur/chromatic +R2i.xyzw = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R0i.zw)).xyzw); +R0i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).x); } if( activeMaskStackC[1] == true ) { activeMaskStack[1] = activeMaskStack[0]; activeMaskStackC[2] = activeMaskStackC[1]; // 0 backupReg0i = R2i.x; -R2i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(0x3aaaaaab)); //0.0026041667 / 2 0x3aaaaaab +R2i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(0x3b2aaaab)); PV0i.x = R2i.x; R127i.y = floatBitsToInt(max(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w))); R127i.z = floatBitsToInt(min(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w))); @@ -118,7 +73,7 @@ PV0i.z = R4i.z; // 3 backupReg0i = R0i.x; backupReg0i = R0i.x; -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[0].x)/resScale); +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[0].x)); PV1i.y = floatBitsToInt(max(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.y))); PV1i.z = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.z))); // 4 @@ -174,8 +129,8 @@ R127i.w = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(PS1i)); PV0i.w = R127i.w; // 5 PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(uf_remappedPS[1].y)/ resScale); -PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[1].x)/ resScale); +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(uf_remappedPS[1].y)); +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[1].x)); PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); // 6 R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV1i.z))); @@ -185,7 +140,7 @@ R2i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.z)); R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV1i.y)); PS0i = R2i.y; // 7 -PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[0].z)/ resScale); +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[0].z)); // 8 PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y)); // 9 @@ -198,8 +153,8 @@ PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000))) PV1i.z = floatBitsToInt(min(intBitsToFloat(PV0i.x), 2.0)); PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0)); // 12 -PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(uf_remappedPS[1].w)/ resScale); -PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(uf_remappedPS[1].z)/ resScale); +PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(uf_remappedPS[1].w)); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(uf_remappedPS[1].z)); // 13 backupReg0i = R1i.x; backupReg1i = R1i.y; @@ -253,11 +208,7 @@ R4i.x = ((PV0i.w == 0)?(R127i.x):(R127i.z)); R4i.y = ((PV0i.w == 0)?(R127i.w):(R126i.y)); R4i.z = ((PV0i.w == 0)?(R126i.z):(R126i.w)); } -vec2 uv = gl_FragCoord.xy / textureSize(textureUnitPS1, 0); -vec4 sharpColour = vec4(texture(textureUnitPS1, uv).xyz - edgeStrength(uv) * sharpen_strength, 1.0); - // export -//passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); -passPixelColor0 = mix(sharpColour, vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)), 0.5); - +passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +*/ } diff --git a/Source/XenobladeX/_59df1c7e1806366c_00000000000003c9_ps.txt b/Source/XenobladeX/__59df1c7e1806366c_00000000000003c9_ps.txt similarity index 76% rename from Source/XenobladeX/_59df1c7e1806366c_00000000000003c9_ps.txt rename to Source/XenobladeX/__59df1c7e1806366c_00000000000003c9_ps.txt index dde71f07..a8d90795 100644 --- a/Source/XenobladeX/_59df1c7e1806366c_00000000000003c9_ps.txt +++ b/Source/XenobladeX/__59df1c7e1806366c_00000000000003c9_ps.txt @@ -1,13 +1,59 @@ + #version 420 #extension GL_ARB_texture_gather : enable +const float sharpen_strength = 0.1; // shader 59df1c7e1806366c -// aaremoval. Can't be combined with AA restore as they share the same shader. +// aa-restore. Intial version +//To - do //R2i.xyzw is possible a cemu bug. Replace with Alex FXAA +const float resScale = ; +//const float resScale = 3.0; uniform ivec4 uf_remappedPS[2]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; + +vec3 blurSample(in vec2 uv, in vec2 xoff, in vec2 yoff) +{ + vec3 v11 = texture(textureUnitPS1, uv + xoff).rgb; + vec3 v12 = texture(textureUnitPS1, uv + yoff).rgb; + vec3 v21 = texture(textureUnitPS1, uv - xoff).rgb; + vec3 v22 = texture(textureUnitPS1, uv - yoff).rgb; + return (v11 + v12 + v21 + v22 + 2.0 * texture(textureUnitPS1, uv).rgb) * 0.166667; +} + +vec3 edgeStrength(in vec2 uv) +{ + const float spread = 0.5; + vec2 offset = vec2(1.0) / textureSize(textureUnitPS0, 0); + vec2 up = vec2(0.0, offset.y) * spread; + vec2 right = vec2(offset.x, 0.0) * spread; + const float frad = 3.0; + vec3 v11 = blurSample(uv + up - right, right, up); + vec3 v12 = blurSample(uv + up, right, up); + vec3 v13 = blurSample(uv + up + right, right, up); + + vec3 v21 = blurSample(uv - right, right, up); + vec3 v22 = blurSample(uv, right, up); + vec3 v23 = blurSample(uv + right, right, up); + + vec3 v31 = blurSample(uv - up - right, right, up); + vec3 v32 = blurSample(uv - up, right, up); + vec3 v33 = blurSample(uv - up + right, right, up); + + vec3 laplacian_of_g = v11 * 0.0 + v12 * 1.0 + v13 * 0.0 + + v21 * 1.0 + v22 * -4.0 + v23 * 1.0 + + v31 * 0.0 + v32 * 1.0 + v33 * 0.0; + laplacian_of_g = laplacian_of_g * 1.0; + return laplacian_of_g.xyz; +} uniform vec2 uf_fragCoordScale; int clampFI32(int v) { @@ -46,19 +92,18 @@ activeMaskStackC[0] = true; activeMaskStackC[1] = true; vec3 cubeMapSTM; int cubeMapFaceId; -/* R0i = floatBitsToInt(passParameterSem0); R1i = floatBitsToInt(passParameterSem1); if( activeMaskStackC[1] == true ) { -R2i.xyzw = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R0i.zw)).xyzw); -R0i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).x); +//R2i.xyzw = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R0i.zw)).xyzw); // cemu bug? Review later +//R0i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).x); // edge blur/chromatic } if( activeMaskStackC[1] == true ) { activeMaskStack[1] = activeMaskStack[0]; activeMaskStackC[2] = activeMaskStackC[1]; // 0 backupReg0i = R2i.x; -R2i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(0x3b2aaaab)); +R2i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(0x3aaaaaab)); //0.0026041667 / 2 0x3aaaaaab PV0i.x = R2i.x; R127i.y = floatBitsToInt(max(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w))); R127i.z = floatBitsToInt(min(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w))); @@ -73,7 +118,7 @@ PV0i.z = R4i.z; // 3 backupReg0i = R0i.x; backupReg0i = R0i.x; -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[0].x)); +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[0].x)/resScale); PV1i.y = floatBitsToInt(max(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.y))); PV1i.z = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.z))); // 4 @@ -129,8 +174,8 @@ R127i.w = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(PS1i)); PV0i.w = R127i.w; // 5 PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(uf_remappedPS[1].y)); -PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[1].x)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(uf_remappedPS[1].y)/ resScale); +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[1].x)/ resScale); PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); // 6 R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV1i.z))); @@ -140,7 +185,7 @@ R2i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.z)); R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV1i.y)); PS0i = R2i.y; // 7 -PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[0].z)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[0].z)/ resScale); // 8 PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y)); // 9 @@ -153,8 +198,8 @@ PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000))) PV1i.z = floatBitsToInt(min(intBitsToFloat(PV0i.x), 2.0)); PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0)); // 12 -PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(uf_remappedPS[1].w)); -PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(uf_remappedPS[1].z)); +PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(uf_remappedPS[1].w)/ resScale); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(uf_remappedPS[1].z)/ resScale); // 13 backupReg0i = R1i.x; backupReg1i = R1i.y; @@ -208,7 +253,11 @@ R4i.x = ((PV0i.w == 0)?(R127i.x):(R127i.z)); R4i.y = ((PV0i.w == 0)?(R127i.w):(R126i.y)); R4i.z = ((PV0i.w == 0)?(R126i.z):(R126i.w)); } +vec2 uv = gl_FragCoord.xy / textureSize(textureUnitPS1, 0); +vec4 sharpColour = vec4(texture(textureUnitPS1, uv).xyz - edgeStrength(uv) * sharpen_strength, 1.0); + // export -passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); -*/ +//passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +passPixelColor0 = mix(sharpColour, vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)), 0.5); + } diff --git a/Source/XenobladeX/rules.txt b/Source/XenobladeX/rules.txt index af034278..4ca77dfd 100644 --- a/Source/XenobladeX/rules.txt +++ b/Source/XenobladeX/rules.txt @@ -48,6 +48,10 @@ overwriteFormat = 0x823 #formats = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435 #overwriteRelativeLodBias = -1 # don't reccomend more than -1 +[TextureRedefine] #0x01a, super sampling +formats = 0x005,0x01a +overwriteRelativeLodBias = -16 # + [TextureRedefine] # tv width = 1280 height = 720