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
* [BotW] remove blur shaders
* [Splatoon] remove blur shaders
Removing blur shaders for now we've noticed some of them got really CPU intensive.
Our new plan:
Creating branch with 'fixed' shaders that are less intensive (maybe something with the vertex shaders) and then when they're corrected push them to the master. It probably won't look as good but would (preferable, maybe not possible) remain radius and remove the grid look.
fuzzy head
ps: 1.33333333 is actually the original offset is this shader, divide by it then left with whatever you need
maybe could also change vertex shader tho
update this first before adding splatoon
caution: gpu taxing at high res, if get framerate drop, try replacing them with ones from lower res, bloom will appear smaller and brighter (concentrated)
hope cemu will get more specific texture exclude so we don't have to upscale the blurs...
any advice on optimization is appreciated
* Added resolution independent FXAA for BotW
* Renamed to give FXAA priority over base graphics packs
* Updated FXAA implementation. Integrated Contrasty.
* Moved some defines to make more readable/editable
* Sharper detail settings, to make it look better at native res.
* Native AntiAliasing Restoration.
* Antialiasing restoration, removed unnecessary files.
* Edited Contrasty to be disabled by default
* [BotW] Fixed upscaled blur pixelation for reflections on shrine walls
* Antialiasing restoration, part 2
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
Splitted Super Mario 3D World and Captain Toad: Treasure Tracker as both are getting their own shaders. Both are partial due to mips which are hard to scale and due to the rarity of some of the bloom shaders (only in the latest world. Might fix them later but they're awfully long and weird)
* 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
* Added resolution independent FXAA for BotW
* Renamed to give FXAA priority over base graphics packs
* Updated FXAA implementation. Integrated Contrasty.
* Moved some defines to make more readable/editable
* Sharper detail settings, to make it look better at native res.
* Native AntiAliasing Restoration.
* Antialiasing restoration, removed unnecessary files.
* Edited Contrasty to be disabled by default
* [BotW] Fixed upscaled blur pixelation for reflections on shrine walls
the old way used in menu blur is kinda hacky (cuz i found the games's original blur is
linear sampled 5x5, not jump lines), and seems to have some negative effect when used on bloom (pixelation)
so back to increasing taps, however as the image size goes up, it becomes quite harder/impossible to get the same blurry result for some reason. 5x5 menu blur ends up in 100 taps in 10k to get the similar blur, and 9x9 used in bloom is even blurrier... so i give up trying to get the same blur by increasing a lot taps, but just scale linearly to fix pixelation first and wait for a better solution.
also the texturesize() returns weird value when mipmap is present, so changed to calculate the image size from the data passed from vertex shader (as we already figured out what blur is used so offset is known).