[XCX} Default to super sampling 0x01a LOD and AA removal

This commit is contained in:
getdls 2018-03-04 03:10:33 +01:00
parent 12f2c6c8fe
commit edb182c491
3 changed files with 79 additions and 75 deletions

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@ -1,59 +1,13 @@
<?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 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
const float sharpen_strength = 0.1;
// shader 59df1c7e1806366c // shader 59df1c7e1806366c
// aa-restore. Intial version // aaremoval. Can't be combined with AA restore as they share the same shader.
//To - do //R2i.xyzw is possible a cemu bug. Replace with Alex FXAA
const float resScale = <?=$scaleFactorX?>;
//const float resScale = 3.0;
uniform ivec4 uf_remappedPS[2]; 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 = 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(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 = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1; layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0; 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; uniform vec2 uf_fragCoordScale;
int clampFI32(int v) int clampFI32(int v)
{ {
@ -92,18 +46,19 @@ activeMaskStackC[0] = true;
activeMaskStackC[1] = true; activeMaskStackC[1] = true;
vec3 cubeMapSTM; vec3 cubeMapSTM;
int cubeMapFaceId; int cubeMapFaceId;
/*
R0i = floatBitsToInt(passParameterSem0); R0i = floatBitsToInt(passParameterSem0);
R1i = floatBitsToInt(passParameterSem1); R1i = floatBitsToInt(passParameterSem1);
if( activeMaskStackC[1] == true ) { if( activeMaskStackC[1] == true ) {
//R2i.xyzw = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R0i.zw)).xyzw); // cemu bug? Review later R2i.xyzw = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R0i.zw)).xyzw);
//R0i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).x); // edge blur/chromatic R0i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).x);
} }
if( activeMaskStackC[1] == true ) { if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0]; activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1]; activeMaskStackC[2] = activeMaskStackC[1];
// 0 // 0
backupReg0i = R2i.x; 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; PV0i.x = R2i.x;
R127i.y = floatBitsToInt(max(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w))); R127i.y = floatBitsToInt(max(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w)));
R127i.z = floatBitsToInt(min(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 // 3
backupReg0i = R0i.x; backupReg0i = R0i.x;
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.y = floatBitsToInt(max(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.y)));
PV1i.z = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.z))); PV1i.z = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.z)));
// 4 // 4
@ -174,8 +129,8 @@ R127i.w = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(PS1i));
PV0i.w = R127i.w; PV0i.w = R127i.w;
// 5 // 5
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(uf_remappedPS[1].y)/ resScale); PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(uf_remappedPS[1].y));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[1].x)/ resScale); PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[1].x));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 6 // 6
R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV1i.z))); 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)); R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV1i.y));
PS0i = R2i.y; PS0i = R2i.y;
// 7 // 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 // 8
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y)); PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
// 9 // 9
@ -198,8 +153,8 @@ PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000)))
PV1i.z = floatBitsToInt(min(intBitsToFloat(PV0i.x), 2.0)); PV1i.z = floatBitsToInt(min(intBitsToFloat(PV0i.x), 2.0));
PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0)); PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0));
// 12 // 12
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(uf_remappedPS[1].w)/ resScale); PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(uf_remappedPS[1].w));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(uf_remappedPS[1].z)/ resScale); PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(uf_remappedPS[1].z));
// 13 // 13
backupReg0i = R1i.x; backupReg0i = R1i.x;
backupReg1i = R1i.y; 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.y = ((PV0i.w == 0)?(R127i.w):(R126i.y));
R4i.z = ((PV0i.w == 0)?(R126i.z):(R126i.w)); 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 // 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); */
} }

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@ -1,13 +1,59 @@
<?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 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
const float sharpen_strength = 0.1;
// shader 59df1c7e1806366c // 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 = <?=$scaleFactorX?>;
//const float resScale = 3.0;
uniform ivec4 uf_remappedPS[2]; 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 = 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(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 = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1; layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0; 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; uniform vec2 uf_fragCoordScale;
int clampFI32(int v) int clampFI32(int v)
{ {
@ -46,19 +92,18 @@ activeMaskStackC[0] = true;
activeMaskStackC[1] = true; activeMaskStackC[1] = true;
vec3 cubeMapSTM; vec3 cubeMapSTM;
int cubeMapFaceId; int cubeMapFaceId;
/*
R0i = floatBitsToInt(passParameterSem0); R0i = floatBitsToInt(passParameterSem0);
R1i = floatBitsToInt(passParameterSem1); R1i = floatBitsToInt(passParameterSem1);
if( activeMaskStackC[1] == true ) { if( activeMaskStackC[1] == true ) {
R2i.xyzw = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R0i.zw)).xyzw); //R2i.xyzw = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R0i.zw)).xyzw); // cemu bug? Review later
R0i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).x); //R0i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).x); // edge blur/chromatic
} }
if( activeMaskStackC[1] == true ) { if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0]; activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1]; activeMaskStackC[2] = activeMaskStackC[1];
// 0 // 0
backupReg0i = R2i.x; 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; PV0i.x = R2i.x;
R127i.y = floatBitsToInt(max(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w))); R127i.y = floatBitsToInt(max(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w)));
R127i.z = floatBitsToInt(min(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 // 3
backupReg0i = R0i.x; backupReg0i = R0i.x;
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.y = floatBitsToInt(max(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.y)));
PV1i.z = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.z))); PV1i.z = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.z)));
// 4 // 4
@ -129,8 +174,8 @@ R127i.w = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(PS1i));
PV0i.w = R127i.w; PV0i.w = R127i.w;
// 5 // 5
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(uf_remappedPS[1].y)); PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(uf_remappedPS[1].y)/ resScale);
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[1].x)); PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[1].x)/ resScale);
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 6 // 6
R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV1i.z))); 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)); R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV1i.y));
PS0i = R2i.y; PS0i = R2i.y;
// 7 // 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 // 8
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y)); PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
// 9 // 9
@ -153,8 +198,8 @@ PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000)))
PV1i.z = floatBitsToInt(min(intBitsToFloat(PV0i.x), 2.0)); PV1i.z = floatBitsToInt(min(intBitsToFloat(PV0i.x), 2.0));
PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0)); PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0));
// 12 // 12
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(uf_remappedPS[1].w)); PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(uf_remappedPS[1].w)/ resScale);
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(uf_remappedPS[1].z)); PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(uf_remappedPS[1].z)/ resScale);
// 13 // 13
backupReg0i = R1i.x; backupReg0i = R1i.x;
backupReg1i = R1i.y; 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.y = ((PV0i.w == 0)?(R127i.w):(R126i.y));
R4i.z = ((PV0i.w == 0)?(R126i.z):(R126i.w)); 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 // 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);
} }

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@ -48,6 +48,10 @@ overwriteFormat = 0x823
#formats = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435 #formats = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435
#overwriteRelativeLodBias = -1 # don't reccomend more than -1 #overwriteRelativeLodBias = -1 # don't reccomend more than -1
[TextureRedefine] #0x01a, super sampling
formats = 0x005,0x01a
overwriteRelativeLodBias = -16 #
[TextureRedefine] # tv [TextureRedefine] # tv
width = 1280 width = 1280
height = 720 height = 720