* 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 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).
* fix camera rune dof blur using the same method as zl focus
* too much?
compared screenshot, previous radius seems too large
* fix
NAVrasZ The Fuzzy Head
* Fix some pixelated blur in high res
* forgot to add rule
* double offset to get similar blur
more powah
* move into every res pack (excepth res<= 720)
credit to @JoelAlone for finding the what those values does.
ps: why github changes file hash...?
* Fixed Inventory FXAA naming, added comments to those shaders
Pretty much a fix, should definitely work now. A comparision can be seen here: http://screenshotcomparison.com/comparison/118920 . Keep in mind that the one on the left side has BotW Anti-Aliasing and the one on the right has this shader enabled. I didn't use any FXAA from my Nvidia GPU.
* Whoops, it didn't fix the replacement FXAA, but rather the AA Removal
Fixed AA Removal file names (didn't work before) and added comments to those files.
Because currently upscaling BoTW breaks AA I'm merging AA removal and contrastry (can be turned on in shader f14bb57cd5c9cb77) with quality and enthusiast packs
* [BOTW] Update quality packs
Updated BOTW graphic packs, list of fixes:
-resolution is now upscaled in:
• dyeing ingredients inventory
• blur behind stable and shop menu
• dialog box
• campfire ui box
• selection boxes
• new item box
• some blur related shit (visible in some menus)
• 3d minimap model of divine beasts and hyrule castle
• hero's path mode
• tutorial popups - open inventory, choose weapon, change bow...
-videos thumbnails are now visible
-color depth has been increased, so there is far less banding now
-map and minimap are now in better quality
Gallery of changes: https://imgur.com/a/XNYb4
* [BOTW] Update Enthusiast packs
list of fixes:
-resolution is now upscaled in:
• dyeing ingredients inventory
• blur behind stable and shop menu
• dialog box
• campfire ui box
• selection boxes
• new item box
• some blur related shit (visible in some menus)
• 3d minimap model of divine beasts and hyrule castle
• hero's path mode
• tutorial popups - open inventory, choose weapon, change bow...
-videos thumbnails are now visible
-color depth has been increased, so there is far less banding now
-map and minimap are now in better quality
Gallery of changes: https://imgur.com/a/XNYb4
* Update rules.txt
* [BOTW] removed unnecessary empy lines from gamepad rules
* [BOTW] Fixed texture format overwrite
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..