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https://github.com/cemu-project/cemu_graphic_packs.git
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bd4f6cc09e
* 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
44 lines
2.0 KiB
Plaintext
44 lines
2.0 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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// shader f0a615c0f6a37661 // vertical blur 2160 for reflections on shrine walls, floors and probably other
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf51d3000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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uniform float weight[] = float[]( 0.12537086, 0.22251971, 0.13786547, 0.05769140, 0.01602539, 0.00287352, 0.00031864, 0.00002045 );
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uniform float offset[] = float[]( 0.00000000, 1.46341463, 3.41463415, 5.36585366, 7.31707317, 9.26829268, 11.21951220, 13.17073171 );
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
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vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
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for (int i=1; i<8; i++) {
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R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
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R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
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}
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vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
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for (int i=1; i<2; i++) {
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R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
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R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
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}
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passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
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//alpha boost and clamp, according to original shader
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passPixelColor0.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), passPixelColor0.w);
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passPixelColor0.w = clamp(passPixelColor0.w, 0.0, 1.0);
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}
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