Commit Graph

13 Commits

Author SHA1 Message Date
NAVras-Z
3e2c260094 [BotW] fix camera... again
_'tough luck, nightwings'_
2017-10-14 08:49:32 +08:00
Alex Chirila
b254e944ab [BotW] AO Fix and some AA Restore extra bits 2017-10-14 01:03:09 +03:00
NAVras-Z
94870ed334 ...copy-paste error
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
2017-10-13 13:24:25 +08:00
NAVras-Z
5fb6f76021 [BotW] fix sth i just broke... (camera dof)
dang thought they gonna be fine without these which apparently not
2017-10-13 12:32:15 +08:00
NAVras-Z
6c05eebe65 [BotW] blur shaders updates and fixes
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
2017-10-13 11:48:39 +08:00
Alex Chirila
74da3e3dd6 [BOTW] Correct reflections 2017-10-12 09:34:05 +03:00
Alex Chirila
a12e7da0e2 [BOTW] Antialiasing restoration v2 code cleanup 2017-10-12 09:28:24 +03:00
alexkiri
b8b8cfec0f [BOTW] Antialiasing restoration v2 (#104)
* 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
2017-10-12 00:49:34 +02:00
NAVras-Z
08518d64ca another bloom shader
stumbled on another bloom shader, which does 2x2 average and bright pass to make bloom spread wider.
now bloom should be a little larger.
2017-10-10 18:13:42 +08:00
NAVras-Z
c088fc6f20 leaf aa yet to be restored 2017-10-09 15:42:56 +08:00
NAVras-Z
df950f92d5 workaround upscaled blur pixelation (#97)
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).
2017-10-07 21:24:22 -07:00
Michael
a7da90fb8b [BotW] apply SM3DW bloom fix
Renamed shaders, but it does fix the bloom.
2017-10-07 09:49:32 -07:00
Michael
075ddb0a62 [BotW] add Switch graphic pack
Attempts to make it look as close as Switch, I guess.
2017-10-06 21:43:57 -07:00