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https://github.com/cemu-project/cemu_graphic_packs.git
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Merge pull request #95 from slashiee/BLOOM
Fix Breath of the Wild's bloom
This commit is contained in:
commit
f97fd45530
@ -0,0 +1,36 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 12d8627fe9906695 // vertical bloom 2880
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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uniform float weight[] = float[]( 0.11011604, 0.20071416, 0.13842356, 0.07060718, 0.02643049, 0.00717399, 0.00138786, 0.00018683, 0.00001693, 0.00000098 );
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uniform float offset[] = float[]( 0.00000000, 1.47169811, 3.43396226, 5.39622642, 7.35849057, 9.32075472, 11.28301887, 13.24528302, 15.20754717, 17.16981132 );
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
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vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
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for (int i=1; i<10; i++) {
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R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
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R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
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}
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vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
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for (int i=1; i<2; i++) {
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R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
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R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
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}
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passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
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}
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@ -0,0 +1,39 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 6279271034da8f93 // horizontal bloom 5120
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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uniform float weight[] = float[]( 0.11011604, 0.20071416, 0.13842356, 0.07060718, 0.02643049, 0.00717399, 0.00138786, 0.00018683, 0.00001693, 0.00000098 );
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uniform float offset[] = float[]( 0.00000000, 1.47169811, 3.43396226, 5.39622642, 7.35849057, 9.32075472, 11.28301887, 13.24528302, 15.20754717, 17.16981132 );
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
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vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
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for (int i=1; i<10; i++) {
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R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
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R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
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}
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vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
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for (int i=1; i<2; i++) {
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R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
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R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
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}
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passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
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}
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//py blurninja.py --expand 8 --reduce 8 37 --linear
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//game original --expand 2 --reduce 2 9 --linear
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@ -61,7 +61,6 @@ overwriteHeight = 1152
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[TextureRedefine] #q-res1
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width = 320
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height = 180
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formats = 0x001 #Scale depth masking, not bloom
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overwriteWidth = 1280
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overwriteHeight = 720
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@ -80,14 +79,12 @@ overwriteHeight = 720
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[TextureRedefine] #o-res1
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width = 160
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height = 90
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formats = 0x001 #Scale depth masking, not bloom
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overwriteWidth = 720
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overwriteHeight = 360
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[TextureRedefine] # O
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width = 80
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height = 45
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formats = 0x001 #Scale depth masking, not bloom
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overwriteWidth = 320
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overwriteHeight = 180
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@ -0,0 +1,36 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 12d8627fe9906695 // vertical bloom 4320
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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uniform float weight[] = float[]( 0.08679764, 0.16377778, 0.12975631, 0.08523885, 0.04634210, 0.02079453, 0.00767262, 0.00231673, 0.00056902, 0.00011284, 0.00001790, 0.00000225, 0.00000022, 0.00000002 );
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uniform float offset[] = float[]( 0.00000000, 1.48235294, 3.45882353, 5.43529412, 7.41176471, 9.38823529, 11.36470588, 13.34117647, 15.31764706, 17.29411765, 19.27058824, 21.24705882, 23.22352941, 25.20000000 );
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
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vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
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for (int i=1; i<14; i++) {
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R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
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R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
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}
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vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
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for (int i=1; i<2; i++) {
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R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
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R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
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}
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passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
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}
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@ -0,0 +1,39 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 6279271034da8f93 // horizontal bloom 7680
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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uniform float weight[] = float[]( 0.08679764, 0.16377778, 0.12975631, 0.08523885, 0.04634210, 0.02079453, 0.00767262, 0.00231673, 0.00056902, 0.00011284, 0.00001790, 0.00000225, 0.00000022, 0.00000002 );
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uniform float offset[] = float[]( 0.00000000, 1.48235294, 3.45882353, 5.43529412, 7.41176471, 9.38823529, 11.36470588, 13.34117647, 15.31764706, 17.29411765, 19.27058824, 21.24705882, 23.22352941, 25.20000000 );
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
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vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
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for (int i=1; i<14; i++) {
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R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
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R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
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}
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vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
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for (int i=1; i<2; i++) {
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R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
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R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
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}
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passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
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}
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//py blurninja.py --expand 14 --reduce 14 57 --linear
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//game original --expand 2 --reduce 2 9 --linear
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@ -61,7 +61,6 @@ overwriteHeight = 1728
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[TextureRedefine] #q-res1
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width = 320
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height = 180
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formats = 0x001 #Scale depth masking, not bloom
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overwriteWidth = 1920
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overwriteHeight = 1080
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@ -80,13 +79,11 @@ overwriteHeight = 1080
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[TextureRedefine] #o-res1
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width = 160
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height = 90
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formats = 0x001 #Scale depth masking, not bloom
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overwriteWidth = 960
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overwriteHeight = 540
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[TextureRedefine] # O
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width = 80
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formats = 0x001 #Scale depth masking, not bloom
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height = 45
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overwriteWidth = 480
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overwriteHeight = 270
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@ -0,0 +1,36 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 12d8627fe9906695 // vertical bloom 5760
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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uniform float weight[] = float[]( 0.05842515, 0.11378184, 0.10229613, 0.08445599, 0.06401931, 0.04454418, 0.02843975, 0.01665463, 0.00894132, 0.00439816, 0.00198084, 0.00081621, 0.00030743, 0.00010575, 0.00003318, 0.00000949, 0.00000247, 0.00000058, 0.00000013, 0.00000002 );
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uniform float offset[] = float[]( 0.00000000, 1.49197861, 3.48128342, 5.47058824, 7.45989305, 9.44919786, 11.43850267, 13.42780749, 15.41711230, 17.40641711, 19.39572193, 21.38502674, 23.37433155, 25.36363636, 27.35294118, 29.34224599, 31.33155080, 33.32085561, 35.31016043, 37.29946524 );
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
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vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
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for (int i=1; i<20; i++) {
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R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
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R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
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}
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vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
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for (int i=1; i<2; i++) {
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R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
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R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
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}
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passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
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}
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@ -0,0 +1,39 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 6279271034da8f93 // horizontal bloom 10240
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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uniform float weight[] = float[]( 0.05842515, 0.11378184, 0.10229613, 0.08445599, 0.06401931, 0.04454418, 0.02843975, 0.01665463, 0.00894132, 0.00439816, 0.00198084, 0.00081621, 0.00030743, 0.00010575, 0.00003318, 0.00000949, 0.00000247, 0.00000058, 0.00000013, 0.00000002 );
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uniform float offset[] = float[]( 0.00000000, 1.49197861, 3.48128342, 5.47058824, 7.45989305, 9.44919786, 11.43850267, 13.42780749, 15.41711230, 17.40641711, 19.39572193, 21.38502674, 23.37433155, 25.36363636, 27.35294118, 29.34224599, 31.33155080, 33.32085561, 35.31016043, 37.29946524 );
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
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vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
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for (int i=1; i<20; i++) {
|
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R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
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R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
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}
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vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
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for (int i=1; i<2; i++) {
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R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
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R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||
}
|
||||
|
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passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||
}
|
||||
|
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//py blurninja.py --expand 29 --reduce 29 129 --linear
|
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//game original --expand 2 --reduce 2 9 --linear
|
@ -61,7 +61,6 @@ overwriteHeight = 2304
|
||||
[TextureRedefine] #q-res1
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1440
|
||||
|
||||
@ -80,14 +79,12 @@ overwriteHeight = 1440
|
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[TextureRedefine] #o-res1
|
||||
width = 160
|
||||
height = 90
|
||||
formats = 0x001 #Scale depth masking, not bloom
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||||
overwriteWidth = 1281
|
||||
overwriteHeight = 721
|
||||
|
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[TextureRedefine] # O
|
||||
width = 80
|
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height = 45
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 360
|
||||
|
||||
|
@ -0,0 +1,36 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 12d8627fe9906695 // vertical bloom 1080
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
|
||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||
for (int i=1; i<4; i++) {
|
||||
R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
|
||||
R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
|
||||
}
|
||||
|
||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||
for (int i=1; i<2; i++) {
|
||||
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||
}
|
||||
|
||||
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||
}
|
@ -0,0 +1,39 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 6279271034da8f93 // horizontal bloom 1920
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
|
||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||
for (int i=1; i<4; i++) {
|
||||
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||
}
|
||||
|
||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||
for (int i=1; i<2; i++) {
|
||||
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||
}
|
||||
|
||||
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||
}
|
||||
|
||||
//py blurninja.py --expand 3 --reduce 3 13 --linear
|
||||
//game original --expand 2 --reduce 2 9 --linear
|
@ -67,7 +67,6 @@ overwriteHeight = 541
|
||||
[TextureRedefine] #q-res1
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 480
|
||||
overwriteHeight = 270
|
||||
|
||||
@ -86,13 +85,11 @@ overwriteHeight = 270
|
||||
[TextureRedefine] #o-res1
|
||||
width = 160
|
||||
height = 90
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 240
|
||||
overwriteHeight = 135
|
||||
|
||||
[TextureRedefine] # O
|
||||
width = 80
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
height = 45
|
||||
overwriteWidth = 120
|
||||
overwriteHeight = 68
|
||||
|
@ -0,0 +1,36 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 12d8627fe9906695 // vertical bloom 1080
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
|
||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||
for (int i=1; i<4; i++) {
|
||||
R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
|
||||
R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
|
||||
}
|
||||
|
||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||
for (int i=1; i<2; i++) {
|
||||
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||
}
|
||||
|
||||
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||
}
|
@ -0,0 +1,39 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 6279271034da8f93 // horizontal bloom 2560
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
||||
uniform float weight[] = float[]( 0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767 );
|
||||
uniform float offset[] = float[]( 0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000 );
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
|
||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||
for (int i=1; i<5; i++) {
|
||||
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||
}
|
||||
|
||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||
for (int i=1; i<2; i++) {
|
||||
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||
}
|
||||
|
||||
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||
}
|
||||
|
||||
//py blurninja.py --expand 4 --reduce 4 17 --linear
|
||||
//game original --expand 2 --reduce 2 9 --linear
|
@ -67,7 +67,6 @@ overwriteHeight = 541
|
||||
[TextureRedefine] #q-res1
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 270
|
||||
|
||||
@ -86,13 +85,11 @@ overwriteHeight = 270
|
||||
[TextureRedefine] #o-res1
|
||||
width = 160
|
||||
height = 90
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 320
|
||||
overwriteHeight = 135
|
||||
|
||||
[TextureRedefine] # O
|
||||
width = 80
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
height = 45
|
||||
overwriteWidth = 160
|
||||
overwriteHeight = 68
|
||||
|
@ -0,0 +1,36 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 12d8627fe9906695 // vertical bloom 1440
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
||||
uniform float weight[] = float[]( 0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767 );
|
||||
uniform float offset[] = float[]( 0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000 );
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
|
||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||
for (int i=1; i<5; i++) {
|
||||
R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
|
||||
R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
|
||||
}
|
||||
|
||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||
for (int i=1; i<2; i++) {
|
||||
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||
}
|
||||
|
||||
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||
}
|
@ -0,0 +1,39 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 6279271034da8f93 // horizontal bloom 2560
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
||||
uniform float weight[] = float[]( 0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767 );
|
||||
uniform float offset[] = float[]( 0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000 );
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
|
||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||
for (int i=1; i<5; i++) {
|
||||
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||
}
|
||||
|
||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||
for (int i=1; i<2; i++) {
|
||||
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||
}
|
||||
|
||||
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||
}
|
||||
|
||||
//py blurninja.py --expand 4 --reduce 4 17 --linear
|
||||
//game original --expand 2 --reduce 2 9 --linear
|
@ -67,7 +67,6 @@ overwriteHeight = 721
|
||||
[TextureRedefine] #q-res1, main bloom, AO
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 360
|
||||
|
||||
@ -86,14 +85,12 @@ overwriteHeight = 360
|
||||
[TextureRedefine] #o-res1
|
||||
width = 160
|
||||
height = 90
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 320
|
||||
overwriteHeight = 180
|
||||
|
||||
[TextureRedefine] # O
|
||||
width = 80
|
||||
height = 45
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 160
|
||||
overwriteHeight = 90
|
||||
|
||||
|
@ -0,0 +1,36 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 12d8627fe9906695 // vertical bloom 1440
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
||||
uniform float weight[] = float[]( 0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767 );
|
||||
uniform float offset[] = float[]( 0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000 );
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
|
||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||
for (int i=1; i<5; i++) {
|
||||
R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
|
||||
R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
|
||||
}
|
||||
|
||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||
for (int i=1; i<2; i++) {
|
||||
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||
}
|
||||
|
||||
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||
}
|
@ -0,0 +1,39 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 6279271034da8f93 // horizontal bloom 3440
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
||||
uniform float weight[] = float[]( 0.12858845, 0.22686677, 0.13719611, 0.05487844, 0.01422774, 0.00231288, 0.00022383 );
|
||||
uniform float offset[] = float[]( 0.00000000, 1.46153846, 3.41025641, 5.35897436, 7.30769231, 9.25641026, 11.20512821 );
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
|
||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||
for (int i=1; i<7; i++) {
|
||||
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||
}
|
||||
|
||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||
for (int i=1; i<2; i++) {
|
||||
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||
}
|
||||
|
||||
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||
}
|
||||
|
||||
//py blurninja.py --expand 7 --reduce 7 25 --linear
|
||||
//game original --expand 2 --reduce 2 9 --linear
|
@ -67,7 +67,6 @@ overwriteHeight = 721
|
||||
[TextureRedefine] #q-res1, main bloom, AO
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 860
|
||||
overwriteHeight = 360
|
||||
|
||||
@ -86,14 +85,12 @@ overwriteHeight = 360
|
||||
[TextureRedefine] #o-res1
|
||||
width = 160
|
||||
height = 90
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 430
|
||||
overwriteHeight = 180
|
||||
|
||||
[TextureRedefine] # O
|
||||
width = 80
|
||||
height = 45
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 215
|
||||
overwriteHeight = 90
|
||||
|
||||
|
@ -0,0 +1,36 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 12d8627fe9906695 // vertical bloom 1800
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
||||
uniform float weight[] = float[]( 0.13583460, 0.23632042, 0.13504024, 0.04857179, 0.01068579, 0.00136997, 0.00009448 );
|
||||
uniform float offset[] = float[]( 0.00000000, 1.45714286, 3.40000000, 5.34285714, 7.28571429, 9.22857143, 11.17142857 );
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
|
||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||
for (int i=1; i<7; i++) {
|
||||
R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
|
||||
R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
|
||||
}
|
||||
|
||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||
for (int i=1; i<2; i++) {
|
||||
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||
}
|
||||
|
||||
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||
}
|
@ -0,0 +1,39 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 6279271034da8f93 // horizontal bloom 3200
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
||||
uniform float weight[] = float[]( 0.13583460, 0.23632042, 0.13504024, 0.04857179, 0.01068579, 0.00136997, 0.00009448 );
|
||||
uniform float offset[] = float[]( 0.00000000, 1.45714286, 3.40000000, 5.34285714, 7.28571429, 9.22857143, 11.17142857 );
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
|
||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||
for (int i=1; i<7; i++) {
|
||||
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||
}
|
||||
|
||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||
for (int i=1; i<2; i++) {
|
||||
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||
}
|
||||
|
||||
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||
}
|
||||
|
||||
//py blurninja.py --expand 5 --reduce 5 25 --linear
|
||||
//game original --expand 2 --reduce 2 9 --linear
|
@ -67,7 +67,6 @@ overwriteHeight = 901
|
||||
[TextureRedefine] #q-res1 Main bloom pass, AO
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 800
|
||||
overwriteHeight = 450
|
||||
|
||||
|
@ -0,0 +1,36 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 12d8627fe9906695 // vertical bloom 2160
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
||||
uniform float weight[] = float[]( 0.12537086, 0.22251971, 0.13786547, 0.05769140, 0.01602539, 0.00287352, 0.00031864, 0.00002045 );
|
||||
uniform float offset[] = float[]( 0.00000000, 1.46341463, 3.41463415, 5.36585366, 7.31707317, 9.26829268, 11.21951220, 13.17073171 );
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
|
||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||
for (int i=1; i<8; i++) {
|
||||
R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
|
||||
R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
|
||||
}
|
||||
|
||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||
for (int i=1; i<2; i++) {
|
||||
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||
}
|
||||
|
||||
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||
}
|
@ -0,0 +1,39 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 6279271034da8f93 // horizontal bloom 3840
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
||||
uniform float weight[] = float[]( 0.12537086, 0.22251971, 0.13786547, 0.05769140, 0.01602539, 0.00287352, 0.00031864, 0.00002045 );
|
||||
uniform float offset[] = float[]( 0.00000000, 1.46341463, 3.41463415, 5.36585366, 7.31707317, 9.26829268, 11.21951220, 13.17073171 );
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
|
||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||
for (int i=1; i<8; i++) {
|
||||
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||
}
|
||||
|
||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||
for (int i=1; i<2; i++) {
|
||||
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||
}
|
||||
|
||||
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||
}
|
||||
|
||||
//py blurninja.py --expand 6 --reduce 6 29 --linear
|
||||
//game original --expand 2 --reduce 2 9 --linear
|
@ -67,7 +67,6 @@ overwriteHeight = 1082
|
||||
[TextureRedefine] #q-res1 Main bloom pass, AO
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 960
|
||||
overwriteHeight = 540
|
||||
|
||||
@ -86,14 +85,12 @@ overwriteHeight = 540
|
||||
[TextureRedefine] #o-res1
|
||||
width = 160
|
||||
height = 90
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 480
|
||||
overwriteHeight = 270
|
||||
|
||||
[TextureRedefine] # O
|
||||
width = 80
|
||||
height = 45
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 240
|
||||
overwriteHeight = 135
|
||||
|
||||
|
@ -0,0 +1,36 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 12d8627fe9906695 // vertical bloom 2160
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
||||
uniform float weight[] = float[]( 0.12537086, 0.22251971, 0.13786547, 0.05769140, 0.01602539, 0.00287352, 0.00031864, 0.00002045 );
|
||||
uniform float offset[] = float[]( 0.00000000, 1.46341463, 3.41463415, 5.36585366, 7.31707317, 9.26829268, 11.21951220, 13.17073171 );
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
|
||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||
for (int i=1; i<8; i++) {
|
||||
R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
|
||||
R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
|
||||
}
|
||||
|
||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||
for (int i=1; i<2; i++) {
|
||||
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||
}
|
||||
|
||||
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||
}
|
@ -0,0 +1,39 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 6279271034da8f93 // horizontal bloom 5120
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
||||
uniform float weight[] = float[]( 0.11011604, 0.20071416, 0.13842356, 0.07060718, 0.02643049, 0.00717399, 0.00138786, 0.00018683, 0.00001693, 0.00000098 );
|
||||
uniform float offset[] = float[]( 0.00000000, 1.47169811, 3.43396226, 5.39622642, 7.35849057, 9.32075472, 11.28301887, 13.24528302, 15.20754717, 17.16981132 );
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
|
||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||
for (int i=1; i<10; i++) {
|
||||
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||
}
|
||||
|
||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||
for (int i=1; i<2; i++) {
|
||||
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||
}
|
||||
|
||||
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||
}
|
||||
|
||||
//py blurninja.py --expand 8 --reduce 8 37 --linear
|
||||
//game original --expand 2 --reduce 2 9 --linear
|
@ -67,7 +67,6 @@ overwriteHeight = 1082
|
||||
[TextureRedefine] #q-res1
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 540
|
||||
|
||||
@ -86,13 +85,11 @@ overwriteHeight = 540
|
||||
[TextureRedefine] #o-res1
|
||||
width = 160
|
||||
height = 90
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 270
|
||||
|
||||
[TextureRedefine] # O
|
||||
width = 80
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
height = 45
|
||||
overwriteWidth = 320
|
||||
overwriteHeight = 136
|
||||
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 12d8627fe9906695 // vertical bloom 1080
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
|
||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||
for (int i=1; i<2; i++) {
|
||||
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||
}
|
||||
|
||||
passPixelColor0 = R2f;
|
||||
}
|
@ -0,0 +1,30 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 6279271034da8f93 // horizontal bloom 1920
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
|
||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||
for (int i=1; i<2; i++) {
|
||||
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||
}
|
||||
|
||||
passPixelColor0 = R2f;
|
||||
}
|
||||
|
||||
|
||||
//game original --expand 2 --reduce 2 9 --linear
|
Loading…
Reference in New Issue
Block a user