#version 420 #extension GL_ARB_texture_gather : enable // shader 0f2b9ee517917425 //replaces broken aa in inventory screen with fxaa. //original shader dumped using cemu 1.9.1, BotW 1.3.1 //credit goes to https://gist.github.com/sakrist/7912905 uniform ivec4 uf_remappedPS[2]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; const float FXAA_SPAN_MAX = 8.0; const float FXAA_REDUCE_MUL = 1.0 / 8.0; const float FXAA_REDUCE_MIN = 1.0 / 128.0; const ivec2 res = textureSize(textureUnitPS0,0); const vec2 frameBufSize = vec2( float(res.x), float(res.y) ); void main(void) { vec2 texCoords = passParameterSem2.xy; vec3 rgbNW = texture2D(textureUnitPS0, texCoords + (vec2(-1.0, -1.0) / frameBufSize)).xyz; vec3 rgbNE = texture2D(textureUnitPS0, texCoords + (vec2(1.0, -1.0) / frameBufSize)).xyz; vec3 rgbSW = texture2D(textureUnitPS0, texCoords + (vec2(-1.0, 1.0) / frameBufSize)).xyz; vec3 rgbSE = texture2D(textureUnitPS0, texCoords + (vec2(1.0, 1.0) / frameBufSize)).xyz; vec3 rgbM = texture2D(textureUnitPS0, texCoords).xyz; vec3 luma = vec3(0.299, 0.587, 0.114); float lumaNW = dot(rgbNW, luma); float lumaNE = dot(rgbNE, luma); float lumaSW = dot(rgbSW, luma); float lumaSE = dot(rgbSE, luma); float lumaM = dot(rgbM, luma); float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); vec2 dir; dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); float dirReduce = max( (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) / frameBufSize; vec3 rgbA = (1.0 / 2.0) * ( texture2D(textureUnitPS0, texCoords.xy + dir * (1.0 / 3.0 - 0.5)).xyz + texture2D(textureUnitPS0, texCoords.xy + dir * (2.0 / 3.0 - 0.5)).xyz); vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * ( texture2D(textureUnitPS0, texCoords.xy + dir * (0.0 / 3.0 - 0.5)).xyz + texture2D(textureUnitPS0, texCoords.xy + dir * (3.0 / 3.0 - 0.5)).xyz); float lumaB = dot(rgbB, luma); if ((lumaB < lumaMin) || (lumaB > lumaMax)) { passPixelColor0.xyz = rgbA; } else { passPixelColor0.xyz = rgbB; } } void oldmain() { passPixelColor0 = texture(textureUnitPS0, passParameterSem2.xy); }