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[Filters] Use textureSize() instead
As of Cemu 1.15.12b, the textureSrcResolution (textureSrc_Resolution not texture_SrcResolution) uniform used by internal/external resize shaders still gives the native resolution of the game even when a resolution gfx pack is active. We can just ask for texture resolution ourselves in the shaders as a workaround.
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@ -4,7 +4,7 @@
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in vec2 passUV;
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in vec2 passUV;
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layout(binding=0) uniform sampler2D textureSrc;
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layout(binding=0) uniform sampler2D textureSrc;
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uniform vec2 textureSrcResolution;
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// uniform vec2 textureSrcResolution;
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layout(location = 0) out vec4 colorOut0;
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layout(location = 0) out vec4 colorOut0;
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float weight(float x)
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float weight(float x)
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@ -45,6 +45,7 @@ vec4 weight4(float x)
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vec4 DrawBicubic(vec2 f_in)
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vec4 DrawBicubic(vec2 f_in)
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{
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{
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vec2 textureSrcResolution = vec2( textureSize(textureSrc,0) );
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vec2 stepxy = 1.0/textureSrcResolution;
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vec2 stepxy = 1.0/textureSrcResolution;
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vec2 pos = f_in.st + stepxy * 0.5;
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vec2 pos = f_in.st + stepxy * 0.5;
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vec2 f = fract(pos * textureSrcResolution);
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vec2 f = fract(pos * textureSrcResolution);
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@ -3,7 +3,7 @@
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in vec2 passUV;
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in vec2 passUV;
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layout(binding=0) uniform sampler2D textureSrc;
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layout(binding=0) uniform sampler2D textureSrc;
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uniform vec2 textureSrcResolution;
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// uniform vec2 textureSrcResolution;
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layout(location = 0) out vec4 colorOut0;
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layout(location = 0) out vec4 colorOut0;
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vec4 cubic(float x)
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vec4 cubic(float x)
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@ -44,5 +44,6 @@ vec4 bcFilter(vec2 texcoord, vec2 texscale)
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}
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}
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void main(){
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void main(){
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vec2 textureSrcResolution = vec2( textureSize(textureSrc,0) );
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colorOut0 = vec4(bcFilter(passUV*textureSrcResolution, vec2(1.0,1.0)/textureSrcResolution).rgb,1.0);
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colorOut0 = vec4(bcFilter(passUV*textureSrcResolution, vec2(1.0,1.0)/textureSrcResolution).rgb,1.0);
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}
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}
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@ -4,7 +4,7 @@
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in vec2 passUV;
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in vec2 passUV;
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layout(binding=0) uniform sampler2D textureSrc;
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layout(binding=0) uniform sampler2D textureSrc;
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uniform vec2 textureSrcResolution;
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// uniform vec2 textureSrcResolution;
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layout(location = 0) out vec4 colorOut0;
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layout(location = 0) out vec4 colorOut0;
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float weight(float x)
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float weight(float x)
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@ -45,6 +45,7 @@ vec4 weight4(float x)
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vec4 DrawBicubic(vec2 f_in)
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vec4 DrawBicubic(vec2 f_in)
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{
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{
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vec2 textureSrcResolution = vec2( textureSize(textureSrc,0) );
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vec2 stepxy = 1.0/textureSrcResolution;
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vec2 stepxy = 1.0/textureSrcResolution;
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vec2 pos = f_in.st + stepxy * 0.5;
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vec2 pos = f_in.st + stepxy * 0.5;
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vec2 f = fract(pos * textureSrcResolution);
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vec2 f = fract(pos * textureSrcResolution);
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@ -30,7 +30,7 @@
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in vec2 passUV;
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in vec2 passUV;
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layout(binding=0) uniform sampler2D textureSrc;
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layout(binding=0) uniform sampler2D textureSrc;
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uniform vec2 textureSrcResolution;
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// uniform vec2 textureSrcResolution;
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layout(location = 0) out vec4 colorOut0;
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layout(location = 0) out vec4 colorOut0;
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/*
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/*
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@ -124,5 +124,6 @@ vec4 JINC2_sharp(vec2 texture_size, vec2 texCoord)
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void main()
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void main()
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{
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{
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vec2 textureSrcResolution = vec2( textureSize(textureSrc,0) );
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colorOut0 = JINC2_sharp(textureSrcResolution, passUV);
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colorOut0 = JINC2_sharp(textureSrcResolution, passUV);
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}
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}
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