Add - God ray stencil scaling. Actually does improve quality.. just hard
to notice
Fix - Sky colour banding, increase depth + dithering
Improve - Brightness truncation banding, increase depth + dithering
Improve - AA "fix" edges was still using old logic
dang it's not the same one as guardian's
ps: even in min this one is not completely fixed, I've seen it rotate vertically in min as well
remove pixel shaders for experimental purpose
added the smoke shaders of guardian explosion this time, although tbh might not need all of them to workaround the bug, just in case... (too lazy to check xD
* fix splatoon missing bloom
the bloom miss because the game creates a mipmap seperately so cemu can't auto rescale it
only added one, the rest 3 then is all handled by cemu (tested with 1440p)
* yet another smoke shader
report by Bleed.0xx on discord
only vertex, smoke itself seems to be only a texture
A quick found by Xalphenos and Rajkosto
Partially fix thin paper look explosion smoke on nvdia when using AccurateShaderMul = true, by using the ones from AccurateShaderMul = min
Shaders dumped from Cemu 1.10.0f and BotW 1.3.1
This is an updated version of the bloom/brightness fix. It can decrease
the brightness without making night scenes too dark. It also contains
the contrasty tweaks.
Mostly older stuff I hadn't gotten around to committing
* AA removal XCX, not really needed anymore, ground is no longer broken,
just for those who force AA through gfx drives
* XCX adjustable bloom, for those who didn't download the old fix
* BOTW, dark statue fix, cheers whoever msgd about this a while back
* DK TF, AA removal re-commit, issue was retracted after deleting shader
cache I guess..
I've tested the NVIDIA fix on AMD, no issues occur.
This was made because Cemu doesn't like it when the fix and a regular graphic pack are enabled at the same time.